1
0
Fork 0
fgdata/Shaders/HDR/geometry-combined.frag
2021-07-23 07:46:05 +02:00

31 lines
769 B
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;
const float DEFAULT_COMBINED_METALNESS = 0.0;
const float DEFAULT_COMBINED_ROUGHNESS = 0.1;
vec2 encodeNormal(vec3 n);
void main()
{
gbuffer0.rgb = pow(texture(color_tex, texCoord).rgb, vec3(2.2)); // Gamma correction
gbuffer0.a = 1.0;
vec3 normal = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
normal = normalize(TBN * normal);
gbuffer1 = encodeNormal(normal);
gbuffer2 = vec4(DEFAULT_COMBINED_METALNESS,
DEFAULT_COMBINED_ROUGHNESS,
0.0,
0.0);
}