2016-02-16 15:07:25 +01:00
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#version 450
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2016-03-02 20:57:33 +01:00
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layout (binding = 1) uniform sampler2DArray matCap;
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2016-02-16 15:07:25 +01:00
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layout (location = 0) in vec3 inColor;
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layout (location = 1) in vec3 inEyePos;
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layout (location = 2) in vec3 inNormal;
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2016-03-02 20:57:33 +01:00
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layout (location = 3) in flat int inTexIndex;
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2016-02-16 15:07:25 +01:00
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layout (location = 0) out vec4 outFragColor;
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2016-02-22 14:06:35 -05:00
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void main()
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2016-02-16 15:07:25 +01:00
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{
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2016-02-22 14:06:35 -05:00
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vec3 r = reflect( inEyePos, inNormal );
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vec3 r2 = vec3( r.x, r.y, r.z + 1.0 );
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float m = 2.0 * length( r2 );
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vec2 vN = r.xy / m + .5;
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2016-03-02 20:57:33 +01:00
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outFragColor = vec4( texture( matCap, vec3(vN, inTexIndex)).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 );
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2016-02-22 14:06:35 -05:00
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}
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