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fgdata/Shaders/HDR/gbuffer_pack.glsl

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#version 330 core
layout(location = 0) out vec4 out_gbuffer0;
layout(location = 1) out vec4 out_gbuffer1;
layout(location = 2) out vec4 out_gbuffer2;
layout(location = 3) out vec3 out_gbuffer3;
// normal_encoding.glsl
vec2 encode_normal(vec3 n);
/*
* Write the given surface properties to the G-buffer.
* See the HDR pipeline definition in $FG_ROOT/Compositor/HDR/hdr.xml for the
* G-buffer layout.
*/
void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
float occlusion, vec3 emissive, uint mat_id)
{
out_gbuffer0.rg = encode_normal(normal);
out_gbuffer0.b = roughness;
out_gbuffer0.a = float(mat_id) * (1.0 / 3.0);
out_gbuffer1.rgb = base_color;
out_gbuffer1.a = metallic;
out_gbuffer2.rgb = vec3(0.0); // unused
out_gbuffer2.a = occlusion;
out_gbuffer3.rgb = emissive;
}