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fgdata/Shaders/HDR/geometry-pbr.frag
2021-07-23 07:46:05 +02:00

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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 albedo_tex;
uniform sampler2D normal_tex;
uniform sampler2D metalness_tex;
uniform sampler2D roughness_tex;
uniform sampler2D cavity_tex;
vec2 encodeNormal(vec3 n);
void main()
{
gbuffer0.rgb = pow(texture(albedo_tex, texCoord).rgb, vec3(2.2)); // Gamma correction
gbuffer0.a = texture(cavity_tex, texCoord).r;
vec3 normal = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
normal = normalize(TBN * normal);
gbuffer1 = encodeNormal(normal);
float metalness = texture(metalness_tex, texCoord).r;
float roughness = texture(roughness_tex, texCoord).r;
gbuffer2 = vec4(metalness, roughness, 0.0, 0.0);
}