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fgdata/Shaders/deferred-tree.frag

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GLSL
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#version 120
#extension GL_EXT_gpu_shader4 : enable
//
// attachment 0: normal.x | normal.x | normal.y | normal.y
// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
// attachment 2: specular.l | shininess | emission.l | unused
//
uniform int materialID;
uniform sampler2D texture;
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
void main() {
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
if (texel.a < 0.1)
discard;
float specular = 0.0;
float shininess = 0.1;
float emission = 0.0;
// Normal is straight towards the viewer. (FB: Are they really billboards ? )
encode_gbuffer(vec3(0.5, 0.5, 0.0), gl_Color.rgb * texel.rgb, materialID, specular, shininess, emission, gl_FragCoord.z);
}