#version 120 /* DRAWBUFFERS:01 */ #define gbuffers_terrain #include "shaders.settings" varying vec4 color; varying vec4 normal; varying float lmcoord; //encode normal in two channel (xy), emissive lightmap (z) and sky lightmap (w), blend mode must be disabled in shaders.properties for this to work without issues. vec4 encode (vec3 n){ return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5, lmcoord, 1.0); // set sky lightmap to 1 for distant horizons } vec3 RGB2YCoCg(vec3 c){ return vec3( 0.25*c.r+0.5*c.g+0.25*c.b, 0.5*c.r-0.5*c.b +0.5, -0.25*c.r+0.5*c.g-0.25*c.b +0.5); } void main() { vec4 cAlbedo = vec4(RGB2YCoCg(color.rgb),color.a); bool pattern = (mod(gl_FragCoord.x,2.0)==mod(gl_FragCoord.y,2.0)); cAlbedo.g = (pattern)?cAlbedo.b: cAlbedo.g; cAlbedo.b = normal.a; gl_FragData[0] = cAlbedo; gl_FragData[1] = encode(normal.xyz); }