#version 330 core out vec3 fragHdrColor; in vec2 texCoord; uniform sampler2D gbuffer0_tex; uniform sampler2D gbuffer1_tex; uniform sampler2D gbuffer2_tex; uniform sampler2D depth_tex; uniform sampler2D ao_tex; uniform mat4 fg_ViewMatrixInverse; uniform mat4 fg_ProjectionMatrix; uniform vec3 fg_SunDirection; vec3 decodeNormal(vec2 enc); vec3 positionFromDepth(vec2 pos, float depth); float getShadowing(vec3 p, vec3 n, vec3 l, mat4 viewToClip); vec3 getF0Reflectance(vec3 baseColor, float metallic); vec3 evaluateLight( vec3 baseColor, float metallic, float roughness, float clearcoat, float clearcoatRoughness, vec3 f0, vec3 intensity, float occlusion, vec3 n, vec3 l, vec3 v, float NdotL, float NdotV); vec3 evaluateIBL( vec3 baseColor, float metallic, float roughness, vec3 f0, float occlusion, vec3 nWorldSpace, float NdotV, vec3 reflected); vec3 addAerialPerspective(vec3 color, vec2 coord, float depth); vec3 getSunIntensity(); void main() { float depth = texture(depth_tex, texCoord).r; vec4 gbuffer0 = texture(gbuffer0_tex, texCoord); vec2 gbuffer1 = texture(gbuffer1_tex, texCoord).rg; vec4 gbuffer2 = texture(gbuffer2_tex, texCoord); float ao = texture(ao_tex, texCoord).r; vec3 pos = positionFromDepth(texCoord, depth); vec3 v = normalize(-pos); vec3 n = decodeNormal(gbuffer1); vec3 l = fg_SunDirection; float NdotL = dot(n, l); float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); vec3 baseColor = gbuffer0.rgb; float cavity = gbuffer0.a; float metallic = gbuffer2.r; float roughness = gbuffer2.g; float clearcoat = gbuffer2.b; float clearcoatRoughness = gbuffer2.a; vec3 f0 = getF0Reflectance(baseColor, metallic); vec3 sunIlluminance = getSunIntensity() * clamp(NdotL, 0.0, 1.0); float shadowFactor = getShadowing(pos, n, l, fg_ProjectionMatrix); vec3 color = evaluateLight(baseColor, metallic, roughness, clearcoat, clearcoatRoughness, f0, sunIlluminance, shadowFactor, n, l, v, NdotL, NdotV); float ambientOcclusion = ao * cavity; vec3 worldNormal = (fg_ViewMatrixInverse * vec4(n, 0.0)).xyz; vec3 worldReflected = (fg_ViewMatrixInverse * vec4(reflect(-v, n), 0.0)).xyz; color += evaluateIBL(baseColor, metallic, roughness, f0, ambientOcclusion, worldNormal, NdotV, worldNormal); color = addAerialPerspective(color, texCoord, length(pos)); fragHdrColor = color; }