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fgdata/Shaders/gbuffer-functions.frag

83 lines
2.3 KiB
C

// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
uniform vec3 fg_Planes;
uniform bool fg_DepthInColor;
// normal compression functions from
// http://aras-p.info/texts/CompactNormalStorage.html#method04spheremap
vec2 normal_encode(vec3 n)
{
float p = sqrt(n.z * 8.0 + 8.0);
return n.xy / p + 0.5;
}
vec3 normal_decode(vec2 enc)
{
vec2 fenc = enc * 4.0 - 2.0;
float f = dot(fenc,fenc);
float g = sqrt(1.0 - f / 4.0);
vec3 n;
n.xy = fenc * g;
n.z = 1.0 - f / 2.0;
return n;
}
// depth to color encoding and decoding functions from
// Deferred Shading Tutorial by Fabio Policarpo and Francisco Fonseca
// (corrected by Frederic Bouvier)
vec3 float_to_color(in float f)
{
vec3 color;
f *= 255.0;
color.x = floor(f);
f = (f-color.x)*255.0;
color.y = floor(f);
color.z = f-color.y;
color.xy /= 255.0;
return color;
}
float color_to_float(vec3 color)
{
const vec3 byte_to_float = vec3(1.0, 1.0/255.0, 1.0/(255.0*255.0));
return dot(color,byte_to_float);
}
vec3 position( vec3 viewDir, float depth )
{
vec3 pos;
pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
pos.xy = viewDir.xy / viewDir.z * pos.z;
return pos;
}
vec3 position( vec3 viewDir, vec3 depthColor )
{
return position( viewDir, color_to_float(depthColor) );
}
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex )
{
float depth;
if (fg_DepthInColor)
depth = color_to_float( texture2D( depth_tex, coords ).rgb );
else
depth = texture2D( depth_tex, coords ).r;
return position( viewDir, depth );
}
// attachment 0: normal.x | normal.y | 0.0 | 1.0
// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
// attachment 2: specular.l | shininess | emission.l | unused
// attachment 3: ---------- depth ------------ | unused (optional)
//
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth)
{
gl_FragData[0] = vec4( normal_encode(normal), 0.0, 1.0 );
gl_FragData[1] = vec4( color, float( mId ) / 255.0 );
gl_FragData[2] = vec4( specular, shininess / 128.0, emission, 1.0 );
if (fg_DepthInColor)
gl_FragData[3] = vec4(float_to_color(depth), 1.0);
}