41 lines
1 KiB
GLSL
41 lines
1 KiB
GLSL
#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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uniform sampler2D color_tex;
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uniform sampler2D normal_tex;
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uniform int normalmap_enabled;
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uniform int normalmap_dds;
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uniform float normalmap_tiling;
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const float DEFAULT_COMBINED_METALNESS = 0.0;
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const float DEFAULT_COMBINED_ROUGHNESS = 0.1;
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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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gbuffer0.rgb = decodeSRGB(texture(color_tex, texCoord).rgb);
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gbuffer0.a = 1.0;
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vec3 normal = vec3(0.5, 0.5, 1.0);
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if (normalmap_enabled > 0) {
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normal = texture(normal_tex, texCoord * normalmap_tiling).rgb * 2.0 - 1.0;
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// DDS has flipped normals
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if (normalmap_dds > 0)
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normal = -normal;
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}
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normal = normalize(TBN * normal);
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gbuffer1 = encodeNormal(normal);
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gbuffer2 = vec4(DEFAULT_COMBINED_METALNESS,
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DEFAULT_COMBINED_ROUGHNESS,
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0.0,
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0.0);
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}
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