39 lines
937 B
GLSL
39 lines
937 B
GLSL
#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec3 nor;
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out vec4 FragColor;
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#else
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varying vec3 nor;
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#define FragColor gl_FragColor
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#endif
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void main() {
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const vec3 forward = vec3(0., 0., 1.);
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vec3 normal_x = normalize(vec3(nor.x, 0., nor.z));
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float sin_theta_x = length(cross(forward, normal_x)) * sign(nor.x);
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vec3 normal_y = normalize(vec3(0., nor.y, nor.z));
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float sin_theta_y = length(cross(forward, normal_y)) * sign(nor.y);
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vec4 detail0 = texture(tex, .5 * vec2(sin_theta_x, sin_theta_y) + .5);
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FragColor = vec4(detail0.xyz, 1.);
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}
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