31 lines
853 B
GLSL
31 lines
853 B
GLSL
#version 120
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/* DRAWBUFFERS:01 */
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#define gbuffers_terrain
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#include "shaders.settings"
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varying vec4 color;
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varying vec4 normal;
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varying float lmcoord;
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//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.
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vec4 encode (vec3 n){
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return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5, lmcoord, 1.0); // set sky lightmap to 1 for distant horizons
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}
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vec3 RGB2YCoCg(vec3 c){
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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);
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}
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void main() {
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vec4 cAlbedo = vec4(RGB2YCoCg(color.rgb),color.a);
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bool pattern = (mod(gl_FragCoord.x,2.0)==mod(gl_FragCoord.y,2.0));
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cAlbedo.g = (pattern)?cAlbedo.b: cAlbedo.g;
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cAlbedo.b = normal.a;
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gl_FragData[0] = cAlbedo;
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gl_FragData[1] = encode(normal.xyz);
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} |