uniform sampler2D ntex; uniform sampler2D ssao; #ifdef GL_ES layout (location = 0) out vec4 Diff; layout (location = 1) out vec4 Spec; #else out vec4 Diff; out vec4 Spec; #endif #stk_include "utils/decodeNormal.frag" #stk_include "utils/getPosFromUVDepth.frag" #stk_include "utils/DiffuseIBL.frag" #stk_include "utils/SpecularIBL.frag" void main(void) { vec2 uv = gl_FragCoord.xy / u_screen; vec3 normal = DecodeNormal(texture(ntex, uv).xy); vec3 spec_color = vec3(0.031, 0.106, 0.173); float ao = texture(ssao, uv).x; Diff = vec4(0.25 * DiffuseIBL(normal) * ao, 1.); Spec = vec4(spec_color * ao, 1.); }