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fgdata/Shaders/HDR/ws30.frag

54 lines
1.7 KiB
GLSL

#version 330 core
layout(location = 0) out vec4 gbuffer0;
layout(location = 1) out vec2 gbuffer1;
layout(location = 2) out vec4 gbuffer2;
in vec3 normalVS;
in vec2 texCoord;
uniform sampler2D landclass;
uniform sampler2DArray atlas;
uniform sampler1D dimensionsArray;
uniform sampler1D diffuseArray;
uniform sampler1D specularArray;
uniform sampler2D perlin;
// Passed from VPBTechnique, not the Effect
uniform float tile_width;
uniform float tile_height;
vec2 encodeNormal(vec3 n);
vec3 decodeSRGB(vec3 screenRGB);
void main()
{
// The Landclass for this particular fragment. This can be used to
// index into the atlas textures.
int lc = int(texture(landclass, texCoord).g * 255.0 + 0.5);
// Different textures have different have different dimensions.
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
vec4 color = texture(diffuseArray, float(lc)/512.0);
vec4 specular = texture(specularArray, float(lc)/512.0);
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
vec2 st = atlas_scale * texCoord;
// Rotate texture using the perlin texture as a mask to reduce tiling
if (step(0.5, texture(perlin, atlas_scale * texCoord / 8.0).r) == 1.0) {
st = vec2(atlas_scale.s * texCoord.t, atlas_scale.t * texCoord.s);
}
if (step(0.5, texture(perlin, - atlas_scale * texCoord / 16.0).r) == 1.0) {
st = -st;
}
vec3 texel = texture(atlas, vec3(st, lc)).rgb;
gbuffer0.rgb = decodeSRGB(texel);
gbuffer0.a = 1.0;
gbuffer1 = encodeNormal(normalVS);
float specularity = clamp(dot(specular.rgb, vec3(0.333)), 0.0, 1.0);
gbuffer2 = vec4(0.0, 1.0-specularity, 0.0, 0.0);
}