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fgdata/Shaders/HDR/geometry-pbr.frag
2021-08-19 01:42:32 +02:00

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1.3 KiB
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 base_color_tex;
uniform sampler2D normal_tex;
uniform sampler2D metallic_roughness_tex;
uniform sampler2D occlusion_tex;
uniform sampler2D emissive_tex;
uniform vec4 base_color_factor;
uniform float metallic_factor;
uniform float roughness_factor;
uniform vec3 emissive_factor;
vec2 encodeNormal(vec3 n);
vec3 decodeSRGB(vec3 screenRGB);
void main()
{
vec4 baseColorTexel = texture(base_color_tex, texCoord);
vec4 baseColor = vec4(decodeSRGB(baseColorTexel.rgb), baseColorTexel.a)
* base_color_factor;
gbuffer0.rgb = baseColor.rgb;
float occlusion = texture(occlusion_tex, texCoord).r;
gbuffer0.a = occlusion;
vec3 normal = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
normal = normalize(TBN * normal);
gbuffer1 = encodeNormal(normal);
vec4 metallicRoughness = texture(metallic_roughness_tex, texCoord);
float metallic = metallicRoughness.r * metallic_factor;
float roughness = metallicRoughness.g * roughness_factor;
gbuffer2 = vec4(metallic, roughness, 0.0, 0.0);
vec3 emissive = texture(emissive_tex, texCoord).rgb * emissive_factor;
}