uniform sampler2D ntex; #if defined(GL_ES) && defined(GL_FRAGMENT_PRECISION_HIGH) uniform highp sampler2D dtex; #else uniform sampler2D dtex; #endif flat in vec3 center; flat in float energy; flat in vec3 col; flat in float radius; flat in vec4 direction_scale_offset; #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/SpecularBRDF.frag" #stk_include "utils/DiffuseBRDF.frag" #stk_include "utils/getPosFromUVDepth.frag" void main() { vec2 texc = gl_FragCoord.xy / u_screen; float z = texture(dtex, texc).x; vec3 norm = (u_view_matrix * vec4(DecodeNormal(texture(ntex, texc).xy), 0)).xyz; float roughness = texture(ntex, texc).z; vec4 xpos = getPosFromUVDepth(vec3(texc, z), u_inverse_projection_matrix); vec3 eyedir = -normalize(xpos.xyz); vec4 pseudocenter = u_view_matrix * vec4(center.xyz, 1.0); pseudocenter /= pseudocenter.w; vec3 light_pos = pseudocenter.xyz; vec3 light_col = col.xyz; vec3 light_to_frag = light_pos - xpos.xyz; float d = length(light_to_frag); float att = energy * 20. / (1. + d * d); att *= (radius - d) / radius; if (att <= 0.) discard; // Light Direction vec3 L = light_to_frag / d; // Spotlight float sscale = direction_scale_offset.z; if (sscale != 0.) { vec3 sdir = vec3(direction_scale_offset.xy, 0.); sdir.z = sqrt(1. - dot(sdir, sdir)) * sign(sscale); sdir = (u_view_matrix * vec4(sdir, 0.0)).xyz; float offset = direction_scale_offset.w; float sattenuation = clamp(dot(-sdir, L) * abs(sscale) + offset, 0.0, 1.0); if (sattenuation == 0.) discard; att *= sattenuation * sattenuation; } float NdotL = clamp(dot(norm, L), 0., 1.); vec3 Specular = SpecularBRDF(norm, eyedir, L, vec3(1.), roughness); vec3 Diffuse = DiffuseBRDF(norm, eyedir, L, vec3(1.), roughness); Diff = vec4(Diffuse * NdotL * light_col * att, 1.); Spec = vec4(Specular * NdotL * light_col * att, 1.); }