2012-03-25 17:03:52 +00:00
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#extension GL_EXT_gpu_shader4 : enable
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//
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// attachment 0: normal.x | normal.x | normal.y | normal.y
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// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
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// attachment 2: specular.l | shininess | emission.l | unused
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//
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varying vec3 ecNormal;
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2012-04-03 21:29:30 +00:00
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varying float alpha;
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2012-03-25 17:03:52 +00:00
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uniform int materialID;
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uniform sampler2D texture;
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void main() {
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vec4 texel = texture2D(texture, gl_TexCoord[0].st);
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2012-04-03 21:29:30 +00:00
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if (texel.a * alpha < 0.1)
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discard;
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float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
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float shininess = gl_FrontMaterial.shininess;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
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ecNormal = (2.0 * gl_Color.a - 1.0) * ecNormal;
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2012-03-28 20:36:26 +00:00
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gl_FragData[0] = vec4( (ecNormal.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
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2012-04-03 21:29:30 +00:00
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gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
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2012-03-25 17:03:52 +00:00
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gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
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}
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