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 vec2 texCoord;
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in mat3 TBN;
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2021-07-31 10:59:16 +00:00
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uniform sampler2D base_color_tex;
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2021-04-10 09:14:16 +00:00
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uniform sampler2D normal_tex;
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2021-08-16 15:04:18 +00:00
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uniform sampler2D metallic_roughness_tex;
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2021-07-31 10:59:16 +00:00
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uniform sampler2D occlusion_tex;
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uniform sampler2D emissive_tex;
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uniform vec4 base_color_factor;
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uniform float metallic_factor;
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uniform float roughness_factor;
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uniform vec3 emissive_factor;
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2021-04-10 09:14:16 +00:00
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vec2 encodeNormal(vec3 n);
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2021-07-31 10:59:16 +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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2021-08-16 15:04:18 +00:00
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vec4 baseColorTexel = texture(base_color_tex, texCoord);
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vec4 baseColor = vec4(decodeSRGB(baseColorTexel.rgb), baseColorTexel.a)
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* base_color_factor;
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gbuffer0.rgb = baseColor.rgb;
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2021-07-31 10:59:16 +00:00
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float occlusion = texture(occlusion_tex, texCoord).r;
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gbuffer0.a = occlusion;
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2021-04-10 09:14:16 +00:00
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vec3 normal = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
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normal = normalize(TBN * normal);
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gbuffer1 = encodeNormal(normal);
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2021-08-16 15:04:18 +00:00
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vec4 metallicRoughness = texture(metallic_roughness_tex, texCoord);
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float metallic = metallicRoughness.r * metallic_factor;
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float roughness = metallicRoughness.g * roughness_factor;
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2021-07-31 10:59:16 +00:00
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gbuffer2 = vec4(metallic, roughness, 0.0, 0.0);
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2021-04-10 09:14:16 +00:00
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2021-07-31 10:59:16 +00:00
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vec3 emissive = texture(emissive_tex, texCoord).rgb * emissive_factor;
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2021-04-10 09:14:16 +00:00
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}
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