1
0
Fork 0
forked from fte/fteqw
fteqw/engine/shaders/glsl/lpp_depthnorm.glsl
Spoike 33a540806e Small tweeks, bugfixes, breakages, cleanups...
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-05-09 15:30:53 +00:00

39 lines
865 B
GLSL

!!permu BUMP
!!permu SKELETAL
//light pre-pass rendering (defered lighting)
//this is the initial pass, that draws the surface normals and depth to the initial colour buffer
varying vec3 norm, tang, bitang;
#if defined(BUMP)
varying vec2 tc;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
attribute vec2 v_texcoord;
void main()
{
#if defined(BUMP)
gl_Position = skeletaltransform_nst(norm, tang, bitang);
tc = v_texcoord;
#else
gl_Position = skeletaltransform_n(norm);
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#if defined(BUMP)
uniform sampler2D s_t0;
#endif
void main()
{
vec3 onorm;
#if defined(BUMP)
vec3 bm = 2.0*texture2D(s_t0, tc).xyz - 1.0;
onorm = normalize(bm.x * tang + bm.y * bitang + bm.z * norm);
#else
onorm = norm;
#endif
gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z / gl_FragCoord.w);
}
#endif