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ff3c6f2509
fgdata
/
Shaders
/
HDR
/
geometry-shadow.frag
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Initial commit of the HDR pipeline
2021-04-10 09:14:16 +00:00
#version 330 core
HDR: Optimize the G-Buffer and do not separate the occlusion texture - The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24 unused bits that can be used for extra material parameters later (like clearcoat). - Add better debug views for the G-Buffer. - Use octahedron normal encoding. This yields the same results as the previous method but uses 16 bits less. - Use rg11fb10f for the environment mapping cubemaps. - Tweak the shadow mapping parameters and add a colored debug mode. - Only render shadow maps for objects that inherit from model-default.eff or model-pbr.eff instead of having a fallback Effect. Now transparent objects should be ignored (if they are marked as such with model-transparent or similar). - Remove the separate occlusion texture. Now the PBR Effect expects a single texture where R=occlusion, G=roughness and B=metallic.
2021-08-26 20:51:46 +00:00
out
vec4
fragColor
;
Initial commit of the HDR pipeline
2021-04-10 09:14:16 +00:00
void
main
(
)
{
fragColor
=
vec4
(
1.0
)
;
}
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