Solara-Shaders/shaders/lib/surface/materialDeferred.glsl

21 lines
614 B
GLSL

void GetMaterials(out float smoothness, out float skyOcclusion, out vec3 normal, out vec3 fresnel3,
vec2 coord) {
vec3 specularData = texture2D(colortex3, coord).rgb;
smoothness = specularData.r;
smoothness *= smoothness;
smoothness /= 2.0 - smoothness;
skyOcclusion = specularData.g;
#if REFLECTION_SKY_FALLOFF > 1
skyOcclusion = clamp(1.0 - (1.0 - skyOcclusion) * REFLECTION_SKY_FALLOFF, 0.0, 1.0);
#endif
skyOcclusion *= skyOcclusion;
normal = DecodeNormal(texture2D(colortex6, coord).xy);
fresnel3 = texture2D(colortex7, coord).rgb * smoothness;
}