60 lines
1.6 KiB
GLSL
60 lines
1.6 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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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 gi_lum_quad;
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uniform vec3 sun_lum_quad;
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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 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
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float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*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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float sun_lum = 1.0-lum;
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sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z;
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float gi_lum = lum;
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gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z;
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gi_col *= 1.0/gi_lum;
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vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col;
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gl_FragColor.rgb = col.rgb;
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gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a);
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//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
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}
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