#include "/lib/settings.glsl" varying vec4 pos; varying vec4 gcolor; varying vec2 lightmapCoords; varying vec4 normals_and_materials; flat varying float SSSAMOUNT; flat varying float EMISSIVE; uniform float far; // uniform int hideGUI; uniform mat4 gbufferModelView; uniform mat4 gbufferModelViewInverse; vec3 viewToWorld(vec3 viewPosition) { vec4 pos; pos.xyz = viewPosition; pos.w = 0.0; pos = gbufferModelViewInverse * pos; return pos.xyz; } vec3 worldToView(vec3 worldPos) { vec4 pos = vec4(worldPos, 0.0); pos = gbufferModelView * pos; return pos.xyz; } vec4 encode (vec3 n, vec2 lightmaps){ n.xy = n.xy / dot(abs(n), vec3(1.0)); n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy; vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0); return vec4(encn,vec2(lightmaps.x,lightmaps.y)); } //encoding by jodie float encodeVec2(vec2 a){ const vec2 constant1 = vec2( 1., 256.) / 65535.; vec2 temp = floor( a * 255. ); return temp.x*constant1.x+temp.y*constant1.y; } float encodeVec2(float x,float y){ return encodeVec2(vec2(x,y)); } // uniform sampler2D depthtex0; // uniform vec2 texelSize; #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) uniform mat4 gbufferProjection; uniform mat4 gbufferProjectionInverse; vec3 toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); vec3 feetPlayerPos = p * 2. - 1.; vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3]; return viewPos.xyz / viewPos.w; } /* RENDERTARGETS:1,7,8 */ void main() { // overdraw prevention if(clamp(1.0-length(pos.xyz)/max(far-16,0.0),0,1) > 0 ) discard; vec3 normals = viewToWorld(normals_and_materials.xyz); float materials = normals_and_materials.a; vec4 data1 = clamp( encode(normals.xyz, vec2(lightmapCoords)), 0.0, 1.0); // alpha is material masks, set it to 0.65 to make a DH LODs mask. vec4 Albedo = vec4(gcolor.rgb, 1.0); #ifdef WhiteWorld Albedo.rgb = vec3(0.5); #endif gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w, materials)); gl_FragData[1].a = 0.0; #if EMISSIVE_TYPE == 0 gl_FragData[2].a = 0.0; #else gl_FragData[2].a = EMISSIVE; #endif #if SSS_TYPE == 0 gl_FragData[2].b = 0.0; #else gl_FragData[2].b = SSSAMOUNT; #endif }