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fgdata/Shaders/HDR/geometry-combined.frag
2021-08-19 18:20:37 +02:00

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GLSL

#version 330 core
layout(location = 0) out vec4 gbuffer0;
layout(location = 1) out vec2 gbuffer1;
layout(location = 2) out vec4 gbuffer2;
in vec2 texCoord;
in mat3 TBN;
uniform sampler2D color_tex;
uniform sampler2D normal_tex;
uniform int normalmap_enabled;
uniform int normalmap_dds;
uniform float normalmap_tiling;
const float DEFAULT_COMBINED_METALNESS = 0.0;
const float DEFAULT_COMBINED_ROUGHNESS = 0.1;
vec2 encodeNormal(vec3 n);
vec3 decodeSRGB(vec3 screenRGB);
void main()
{
gbuffer0.rgb = decodeSRGB(texture(color_tex, texCoord).rgb);
gbuffer0.a = 1.0;
vec3 normal = vec3(0.5, 0.5, 1.0);
if (normalmap_enabled > 0) {
normal = texture(normal_tex, texCoord * normalmap_tiling).rgb * 2.0 - 1.0;
// DDS has flipped normals
if (normalmap_dds > 0)
normal = -normal;
}
normal = normalize(TBN * normal);
gbuffer1 = encodeNormal(normal);
gbuffer2 = vec4(DEFAULT_COMBINED_METALNESS,
DEFAULT_COMBINED_ROUGHNESS,
0.0,
0.0);
}