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fgdata/Shaders/HDR/geometry.frag

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