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; vec3 normal_decode(vec2 enc); 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_decode(texture2D( normal_tex, coords ).rg); vec3 viewDir = normalize(ray); 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 = normalize( lightDir - viewDir ); vec3 Ispec = vec3(0.0); vec3 Iemis = spec_emis.z * color; float cosAngIncidence = clamp(dot(normal, lightDir), 0.0, 1.0); float blinnTerm = clamp( dot( halfDir, normal ), 0.0, 1.0 ); if (cosAngIncidence > 0.0) Ispec = pow( blinnTerm, spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb; float matID = texture2D( color_tex, coords ).a * 255.0; if (matID >= 254.0) Idiff += Ispec * spec_emis.x; gl_FragColor = vec4(Idiff + Ispec + Iemis, 1.0); }