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