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.
17 lines
367 B
GLSL
17 lines
367 B
GLSL
#version 330 core
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out vec4 fragColor;
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in vec2 texCoord;
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uniform sampler2D gbuffer0_tex;
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uniform sampler2D gbuffer1_tex;
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uniform sampler2D gbuffer2_tex;
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void main()
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{
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fragColor = vec4(texture(gbuffer2_tex, texCoord).a,
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texture(gbuffer0_tex, texCoord).b,
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texture(gbuffer1_tex, texCoord).a,
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1.0);
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}
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