#version 120 varying vec4 lmtexcoord; varying vec4 color; uniform sampler2D texture; //faster and actually more precise than pow 2.2 // vec3 toLinear(vec3 sRGB){ // return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); // } // 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)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:18 */ void main() { vec3 albedo = texture2D(texture, lmtexcoord.xy).rgb * color.rgb; vec4 data1 = clamp(encode(vec3(0.0), vec2(lmtexcoord.z,1)), 0.0, 1.0); gl_FragData[0] = vec4(encodeVec2(albedo.r,data1.x), encodeVec2(albedo.g,data1.y), encodeVec2(albedo.b,data1.z), encodeVec2(data1.w,0.75)); gl_FragData[1].a = 0.9; }