31 lines
825 B
GLSL
31 lines
825 B
GLSL
#version 330 core
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layout(location = 0) out vec4 gbuffer0;
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layout(location = 1) out vec2 gbuffer1;
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layout(location = 2) out vec4 gbuffer2;
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in vec2 texCoord;
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in mat3 TBN;
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uniform sampler2D albedo_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D metalness_tex;
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uniform sampler2D roughness_tex;
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uniform sampler2D cavity_tex;
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vec2 encodeNormal(vec3 n);
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void main()
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{
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gbuffer0.rgb = pow(texture(albedo_tex, texCoord).rgb, vec3(2.2)); // Gamma correction
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gbuffer0.a = texture(cavity_tex, texCoord).r;
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vec3 normal = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
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normal = normalize(TBN * normal);
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gbuffer1 = encodeNormal(normal);
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float metalness = texture(metalness_tex, texCoord).r;
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float roughness = texture(roughness_tex, texCoord).r;
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gbuffer2 = vec4(metalness, roughness, 0.0, 0.0);
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}
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