23 lines
990 B
GLSL
23 lines
990 B
GLSL
#extension GL_EXT_gpu_shader4 : enable
|
|
//
|
|
// attachment 0: normal.x | normal.x | normal.y | normal.y
|
|
// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
|
|
// attachment 2: specular.l | shininess | emission.l | unused
|
|
//
|
|
varying vec3 ecNormal;
|
|
varying float alpha;
|
|
uniform int materialID;
|
|
uniform sampler2D texture;
|
|
void main() {
|
|
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
|
|
if (texel.a * alpha < 0.1)
|
|
discard;
|
|
float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
|
|
float shininess = gl_FrontMaterial.shininess;
|
|
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
|
|
|
|
vec3 normal2 = normalize( (2.0 * gl_Color.a - 1.0) * ecNormal );
|
|
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
|
|
gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
|
|
gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
|
|
}
|