#version 140 out vec4 RenderTarget0; struct Light { int type; vec4 ambient; vec4 color; vec2 factors; vec4 parameters1; vec4 parameters2; vec2 parameters3; }; uniform vec3 EyePosition; uniform Light Lights[1]; uniform sampler2D GBuffer0; uniform sampler2D GBuffer1; uniform sampler2D GBuffer2; uniform mat4 InvViewProjMatrix; uniform vec2 InvTargetSize; uniform vec4 SceneAmbient; void main() { vec2 texCoord = gl_FragCoord.xy * InvTargetSize; vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0); if (gVec0.w == 0.0) { RenderTarget0 = vec4(gVec0.xyz, 1.0); return; } vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0); vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0); vec3 diffuseColor = gVec0.xyz; vec3 normal = gVec1.xyz*2.0 - 1.0; vec3 specularColor = gVec2.xyz; float depth = gVec1.w*2.0 - 1.0; float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5); vec3 lightDir = -Lights[0].parameters1.xyz; // Ambient vec3 lightAmbient = Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb); // Diffuse float lambert = max(dot(normal, lightDir), 0.0); vec3 lightDiffuse = lambert * Lights[0].color.rgb * Lights[0].factors.y; // Specular vec3 lightSpecular = vec3(0.0); if (shininess > 0.0) { vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth); vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0); worldPos.xyz /= worldPos.w; vec3 eyeVec = normalize(EyePosition - worldPos.xyz); vec3 reflection = reflect(-lightDir, normal); float specularFactor = max(dot(reflection, eyeVec), 0.0); specularFactor = pow(specularFactor, shininess); lightSpecular = specularFactor * Lights[0].color.rgb; } lightSpecular *= specularColor; vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular); vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0); RenderTarget0 = fragmentColor; };