41 lines
1.2 KiB
GLSL
41 lines
1.2 KiB
GLSL
#version 330 core
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layout(location = 0) out vec3 fragColor;
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in vec2 texcoord;
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uniform mat4 fg_ViewMatrixInverse;
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uniform mat4 fg_ProjectionMatrix;
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vec3 decodeNormal(vec2 f);
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vec3 positionFromDepth(vec2 pos, float depth);
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// gbuffer_unpack.glsl
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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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// shading_opaque.glsl
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vec3 eval_lights(
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vec3 base_color, float metallic, float roughness, float occlusion,
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vec3 emissive, vec3 P, vec3 N, vec3 V, vec2 uv,
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mat4 view_matrix_inverse, mat4 projection_matrix);
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// pos_from_depth.glsl
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vec3 get_view_space_from_depth(vec2 uv);
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void main()
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{
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vec3 N, base_color, emissive;
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float metallic, roughness, occlusion;
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uint mat_id;
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gbuffer_unpack(texcoord, N, base_color, metallic, roughness,
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occlusion, emissive, mat_id);
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vec3 P = get_view_space_from_depth(texcoord);
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vec3 V = normalize(-P);
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fragColor = eval_lights(
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base_color, metallic, roughness, occlusion,
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emissive, P, N, V, texcoord,
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fg_ViewMatrixInverse, fg_ProjectionMatrix);
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}
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