armory/Shaders/probe_planar/probe_planar.frag.glsl

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2018-10-01 22:01:03 +02:00
#version 450
#include "compiled.inc"
#include "std/gbuffer.glsl"
uniform sampler2D tex;
// // uniform sampler2D gbufferD;
// uniform sampler2D gbuffer0;
// uniform sampler2D gbuffer1;
// #ifdef _gbuffer2direct
// uniform sampler2D gbuffer2;
// #endif
// uniform mat4 invVP;
// uniform vec3 eye;
in vec4 wvpposition;
out vec4 fragColor;
void main() {
vec2 texCoord = wvpposition.xy / wvpposition.w;
texCoord = texCoord * 0.5 + 0.5;
#ifdef _InvY
texCoord.y = 1.0 - texCoord.y;
#endif
fragColor.rgb = texture(tex, texCoord).rgb;
// vec4 g0 = texture(gbuffer0, texCoord); // Normal.xy, metallic/roughness, depth
// vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb, spec/occ
// float depth = (1.0 - g0.a) * 2.0 - 1.0;
// vec3 n;
// n.z = 1.0 - abs(g0.x) - abs(g0.y);
// n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
// n = normalize(n);
// vec3 p = getPos2(invVP, depth, texCoord);
// vec2 metrough = unpackFloat(g0.b);
// vec3 v = normalize(eye - p);
}