9f39644199
- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24 unused bits that can be used for extra material parameters later (like clearcoat). - Add better debug views for the G-Buffer. - Use octahedron normal encoding. This yields the same results as the previous method but uses 16 bits less. - Use rg11fb10f for the environment mapping cubemaps. - Tweak the shadow mapping parameters and add a colored debug mode. - Only render shadow maps for objects that inherit from model-default.eff or model-pbr.eff instead of having a fallback Effect. Now transparent objects should be ignored (if they are marked as such with model-transparent or similar). - Remove the separate occlusion texture. Now the PBR Effect expects a single texture where R=occlusion, G=roughness and B=metallic.
23 lines
531 B
GLSL
23 lines
531 B
GLSL
#version 330 core
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layout(location = 0) out vec4 outGBuffer0;
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layout(location = 1) out vec4 outGBuffer1;
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layout(location = 2) out vec4 outGBuffer2;
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in vec3 normalVS;
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const float CHROME_METALNESS = 1.0;
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const float CHROME_ROUGHNESS = 0.1;
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vec2 encodeNormal(vec3 n);
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void main()
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{
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outGBuffer0.rg = encodeNormal(normalVS);
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outGBuffer0.b = CHROME_ROUGHNESS;
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outGBuffer0.a = 1.0;
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outGBuffer1.rgb = vec3(1.0);
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outGBuffer1.a = CHROME_METALNESS;
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outGBuffer2.rgb = vec3(0.0);
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outGBuffer2.a = 1.0;
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}
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