60 lines
1.4 KiB
GLSL
60 lines
1.4 KiB
GLSL
/**
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* @file postDeferredF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect localLightMap;
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uniform sampler2DRect sunLightMap;
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uniform sampler2DRect giLightMap;
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uniform sampler2D luminanceMap;
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uniform sampler2DRect lightMap;
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uniform vec3 lum_quad;
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uniform float lum_lod;
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uniform vec4 ambient;
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uniform vec3 gi_quad;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
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float luminance = lum.r;
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luminance = luminance*lum_quad.y+lum_quad.z;
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vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
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float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
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vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
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gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
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gi_col *= diff;
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vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
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vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
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sun_col *= 1.0/min(luminance, 1.0);
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gi_col *= 1.0/luminance;
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vec3 col = sun_col.rgb+gi_col+local_col;
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gl_FragColor.rgb = col.rgb;
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col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));
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gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a);
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//gl_FragColor.rgb = vec3(lum_lod);
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}
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