EG/RenderPipelineFile/rpcore/shader/templates/envmap.frag.glsl
2025-07-24 11:37:46 +08:00

63 lines
2.0 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
// Shader used for the environment map
%defines%
#define USE_TIME_OF_DAY 1
#pragma include "render_pipeline_base.inc.glsl"
%includes%
%inout%
#pragma include "includes/nonviewspace_shading_pipeline.inc.glsl"
layout(location = 0) out vec4 result;
void main() {
vec2 texcoord = vOutput.texcoord;
MaterialBaseInput mInput = get_input_from_p3d(p3d_Material);
%texcoord%
MaterialShaderOutput m = prepare_material(mInput, texcoord);
%material%
// Actual lighting pass
Material m_out = emulate_gbuffer_pass(m, vOutput.position);
vec3 ambient = get_forward_ambient(m_out);
vec3 sun_lighting = get_sun_shading(m_out);
vec3 lights = get_forward_light_shading(m_out);
vec3 combined_lighting = ambient + lights + sun_lighting;
result = vec4(combined_lighting, 1);
}