stk-code_catmod/data/shaders/objectpass_spheremap.frag
2014-12-18 22:09:14 +01:00

36 lines
974 B
GLSL

// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
#endif
#if __VERSION__ >= 130
in vec3 nor;
out vec4 FragColor;
#else
varying vec3 nor;
#define FragColor gl_FragColor
#endif
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
void main() {
vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
vec3 u = getPosFromUVDepth(texc, InverseProjectionMatrix).xyz;
vec3 r = reflect(u, nor);
float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
r.y = - r.y;
vec4 detail0 = texture(tex, r.xy / m + .5);
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
detail0.xyz = pow(detail0.xyz, vec3(2.2));
#endif
#endif
FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0., 0.), 1.);
}