9f39644199
- 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.
31 lines
766 B
GLSL
31 lines
766 B
GLSL
#version 330 core
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layout(location = 0) out vec4 outGBuffer0;
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layout(location = 1) out vec4 outGBuffer1;
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layout(location = 2) out vec4 outGBuffer2;
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in vec3 normalVS;
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in vec2 texCoord;
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in vec4 materialColor;
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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 = 0.5;
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vec2 encodeNormal(vec3 n);
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vec3 decodeSRGB(vec3 screenRGB);
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void main()
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{
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vec3 texel = texture(color_tex, texCoord).rgb;
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vec3 color = decodeSRGB(texel) * materialColor.rgb; // Ignore transparency
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outGBuffer0.rg = encodeNormal(normalVS);
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outGBuffer0.b = DEFAULT_ROUGHNESS;
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outGBuffer0.a = 1.0;
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outGBuffer1.rgb = color;
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outGBuffer1.a = DEFAULT_METALNESS;
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outGBuffer2.rgb = vec3(0.0);
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outGBuffer2.a = 1.0;
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}
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