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fgdata/Shaders/sunlight-noshadow.frag

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1.5 KiB
GLSL

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);
}