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