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fgdata/Shaders/HDR/gbuffer-debug-orm.frag
Fernando García Liñán 9f39644199 HDR: Optimize the G-Buffer and do not separate the occlusion texture
- 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.
2021-08-27 00:03:43 +02:00

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GLSL

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