From a47c78aed113a9b4c009c5a2ef29c690192c7eef Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Tue, 29 Nov 2016 19:55:12 -0300 Subject: Screen space reflection effect --- drivers/gles3/shaders/resolve.glsl | 45 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 45 insertions(+) create mode 100644 drivers/gles3/shaders/resolve.glsl (limited to 'drivers/gles3/shaders/resolve.glsl') diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl new file mode 100644 index 0000000000..4ca6297303 --- /dev/null +++ b/drivers/gles3/shaders/resolve.glsl @@ -0,0 +1,45 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +in vec2 uv_interp; +uniform sampler2D source_diffuse; //texunit:0 +uniform sampler2D source_specular; //texunit:1 + + +uniform sampler2D source_ssr_ssao; //texunit:2 + +uniform float stuff; + +in vec2 uv2_interp; + +layout(location = 0) out vec4 frag_color; + +void main() { + + vec4 diffuse = texture( source_diffuse, uv_interp ); + vec4 specular = texture( source_specular, uv_interp ); + +#ifdef USE_SSR + + vec4 ssr = textureLod(source_ssr_ssao,uv_interp,0.0); + specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); +#endif + + frag_color = vec4(diffuse.rgb,1.0)+vec4(specular.rgb,1.0); +} + -- cgit v1.2.3 From 27a46d78ec43b69a70a1d84c540353e3cb3b04c0 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Fri, 2 Dec 2016 22:23:16 -0300 Subject: Subsurface scattering material param is now working! --- drivers/gles3/shaders/resolve.glsl | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) (limited to 'drivers/gles3/shaders/resolve.glsl') diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index 4ca6297303..6acc712299 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -17,11 +17,8 @@ void main() { in vec2 uv_interp; -uniform sampler2D source_diffuse; //texunit:0 -uniform sampler2D source_specular; //texunit:1 - - -uniform sampler2D source_ssr_ssao; //texunit:2 +uniform sampler2D source_specular; //texunit:0 +uniform sampler2D source_ssr; //texunit:1 uniform float stuff; @@ -31,15 +28,14 @@ layout(location = 0) out vec4 frag_color; void main() { - vec4 diffuse = texture( source_diffuse, uv_interp ); vec4 specular = texture( source_specular, uv_interp ); #ifdef USE_SSR - vec4 ssr = textureLod(source_ssr_ssao,uv_interp,0.0); + vec4 ssr = textureLod(source_ssr,uv_interp,0.0); specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); #endif - frag_color = vec4(diffuse.rgb,1.0)+vec4(specular.rgb,1.0); + frag_color = vec4(specular.rgb,1.0); } -- cgit v1.2.3