34 lines
1.1 KiB
GLSL
34 lines
1.1 KiB
GLSL
#version 330 core
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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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uniform sampler2D gbuffer3_tex;
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// normal_encoding.glsl
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vec3 decode_normal(vec2 f);
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/*
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* Read the given surface properties from the G-Buffer.
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* See the HDR pipeline definition in $FG_ROOT/Compositor/HDR/hdr.xml for the
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* G-buffer layout.
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*/
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void gbuffer_unpack(in vec2 texcoord,
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out vec3 normal, out vec3 base_color, out float metallic,
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out float roughness, out float occlusion, out vec3 emissive,
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out uint mat_id)
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{
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vec4 gbuffer0 = texture(gbuffer0_tex, texcoord);
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vec4 gbuffer1 = texture(gbuffer1_tex, texcoord);
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vec4 gbuffer2 = texture(gbuffer2_tex, texcoord);
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vec3 gbuffer3 = texture(gbuffer3_tex, texcoord).rgb;
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normal = decode_normal(gbuffer0.rg);
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roughness = gbuffer0.b;
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mat_id = uint(gbuffer0.a * 3.0);
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base_color = gbuffer1.rgb;
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metallic = gbuffer1.a;
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// gbuffer2.rgb unused
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occlusion = gbuffer2.a;
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emissive = gbuffer3.rgb;
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}
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