uniform mat4 fg_ViewMatrix; uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D color_tex; uniform sampler2D spec_emis_tex; uniform vec4 fg_SunDiffuseColor; uniform vec4 fg_SunSpecularColor; uniform vec3 fg_SunDirection; uniform vec3 fg_Planes; varying vec3 ray; void main() { vec2 coords = gl_TexCoord[0].xy; vec4 spec_emis = texture2D( spec_emis_tex, coords ); if ( spec_emis.a < 0.1 ) discard; vec3 normal; normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0); normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) ); float len = length(normal); normal /= len; vec3 viewDir = normalize(ray); float depth = texture2D( depth_tex, coords ).r; vec3 pos; pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z); pos.xy = viewDir.xy / viewDir.z * pos.z; vec4 tint; vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz; lightDir = normalize( lightDir ); vec3 color = texture2D( color_tex, coords ).rgb; vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb; vec3 halfDir = lightDir - viewDir; len = length( halfDir ); vec3 Ispec = vec3(0.0); vec3 Iemis = spec_emis.z * color; if (len > 0.0001) { halfDir /= len; Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 255.0 ) * spec_emis.x * fg_SunSpecularColor.rgb; } gl_FragColor = vec4(Idiff + Ispec + Iemis, 1.0); }