c4d19877cf
- New atmosphering rendering technique based on my own work. - Attempt to fix some remaining transparency issues. - Use a luminance histogram for auto exposure. - Add support for clustered shading. - Add WS 2.0 shaders. - Add 3D cloud shaders. - Add orthoscenery support.
38 lines
887 B
GLSL
38 lines
887 B
GLSL
#version 330 core
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layout(location = 0) out vec4 outGBuffer0;
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layout(location = 1) out vec4 outGBuffer1;
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layout(location = 2) out vec4 outGBuffer2;
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in vec3 normalVS;
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in vec2 texCoord;
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in vec2 orthophoto_texCoord;
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uniform sampler2D color_tex;
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uniform sampler2D orthophoto_tex;
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uniform bool orthophotoAvailable;
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vec2 encodeNormal(vec3 n);
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vec3 decodeSRGB(vec3 screenRGB);
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void main()
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{
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vec3 texel = texture(color_tex, texCoord).rgb;
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if (orthophotoAvailable) {
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vec4 sat_texel = texture(orthophoto_tex, orthophoto_texCoord);
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if (sat_texel.a > 0.0) {
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texel.rgb = sat_texel.rgb;
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}
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}
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vec3 color = decodeSRGB(texel);
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outGBuffer0.rg = encodeNormal(normalVS);
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outGBuffer0.b = 0.95;
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outGBuffer0.a = 1.0;
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outGBuffer1.rgb = color;
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outGBuffer1.a = 0.0;
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outGBuffer2.rgb = vec3(0.0);
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outGBuffer2.a = 1.0;
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}
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