2021-04-10 09:14:16 +00:00
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#version 330 core
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layout(location = 0) out vec4 gbuffer0;
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layout(location = 1) out vec2 gbuffer1;
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layout(location = 2) out vec4 gbuffer2;
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in vec3 normalVS;
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in vec2 texCoord;
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uniform sampler2D color_tex;
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const float DEFAULT_METALNESS = 0.0;
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const float DEFAULT_ROUGHNESS = 0.8;
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vec2 encodeNormal(vec3 n);
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2021-08-18 10:27:03 +00:00
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vec3 decodeSRGB(vec3 screenRGB);
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2021-04-10 09:14:16 +00:00
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void main()
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{
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2021-08-18 10:27:03 +00:00
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gbuffer0.rgb = decodeSRGB(texture(color_tex, texCoord).rgb);
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2021-04-10 09:14:16 +00:00
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gbuffer0.a = 1.0;
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gbuffer1 = encodeNormal(normalVS);
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gbuffer2 = vec4(DEFAULT_METALNESS,
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DEFAULT_ROUGHNESS,
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0.0,
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0.0);
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}
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