32 lines
786 B
GLSL
32 lines
786 B
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/DiffuseIBL.frag"
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#stk_include "utils/SpecularIBL.frag"
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / u_screen;
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vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
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vec3 eyedir = -normalize(xpos.xyz);
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float specval = texture(ntex, uv).z;
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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}
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