uniform vec2 fg_BufferSize; uniform vec3 fg_Planes; uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D color_tex; uniform sampler2D spec_emis_tex; uniform vec4 LightPosition; uniform vec4 Ambient; uniform vec4 Diffuse; uniform vec4 Specular; uniform vec3 Attenuation; uniform float Near; uniform float Far; varying vec4 ecPosition; vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex ); vec3 normal_decode(vec2 enc); void main() { vec3 ray = ecPosition.xyz / ecPosition.w; vec3 ecPos3 = ray; vec3 viewDir = normalize(ray); vec2 coords = gl_FragCoord.xy / fg_BufferSize; vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg); vec4 spec_emis = texture2D( spec_emis_tex, coords ); vec3 pos = position(viewDir, coords, depth_tex); if ( pos.z < ecPos3.z ) // Negative direction in z discard; // Don't light surface outside the light volume vec3 VP = LightPosition.xyz - pos; if ( dot( VP, VP ) > ( Far * Far ) ) discard; // Don't light surface outside the light volume float d = length( VP ); VP /= d; vec3 halfVector = normalize(VP - viewDir); float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d); float cosAngIncidence = clamp(dot(normal, VP), 0.0, 1.0); float nDotVP = max(0.0, dot(normal, VP)); float nDotHV = max(0.0, dot(normal, halfVector)); vec4 color_material = texture2D( color_tex, coords ); vec3 color = color_material.rgb; vec3 Iamb = Ambient.rgb * color * att; vec3 Idiff = Diffuse.rgb * color * att * nDotVP; float matID = color_material.a * 255.0; float spec_intensity = spec_emis.x; float spec_att = att; if (matID == 254.0) { // 254: water, 255: Ubershader spec_intensity = 1.0; // spec_color shouldn't depend on cloud cover when rendering spot light spec_att = min(10.0 * att, 1.0); // specular attenuation reduced on water } vec3 Ispec = vec3(0.0); if (cosAngIncidence > 0.0) Ispec = pow( nDotHV, spec_emis.y * 128.0 ) * spec_intensity * spec_att * Specular.rgb; gl_FragColor = vec4(Iamb + Idiff + Ispec, 1.0); }