e442e37ec3
It creates artifacts at edges of light volumes and should come from the main light source (sun and moon) anyway
53 lines
1.5 KiB
GLSL
53 lines
1.5 KiB
GLSL
uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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uniform vec4 LightPosition;
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uniform vec4 Diffuse;
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uniform vec4 Specular;
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uniform vec3 Attenuation;
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uniform float Near;
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uniform float Far;
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varying vec4 ecPosition;
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vec3 position( vec3 viewdir, float depth );
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vec3 normal_decode(vec2 enc);
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void main() {
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vec3 ray = ecPosition.xyz / ecPosition.w;
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vec3 ecPos3 = ray;
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vec3 viewDir = normalize(ray);
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vec2 coords = gl_FragCoord.xy / fg_BufferSize;
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vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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vec3 pos = position(viewDir, texture2D( depth_tex, coords ).r);
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if ( pos.z < ecPos3.z ) // Negative direction in z
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discard; // Don't light surface outside the light volume
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vec3 VP = LightPosition.xyz - pos;
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if ( dot( VP, VP ) > ( Far * Far ) )
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discard; // Don't light surface outside the light volume
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float d = length( VP );
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VP /= d;
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vec3 halfVector = normalize(VP - viewDir);
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float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d);
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float nDotVP = max(0.0, dot(normal, VP));
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float nDotHV = max(0.0, dot(normal, halfVector));
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vec4 color = texture2D( color_tex, coords );
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vec4 Idiff = Diffuse * color * att * nDotVP;
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vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
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gl_FragColor = vec4(Idiff.rgb + Ispec, 1.0);
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}
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