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

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605 B
GLSL

#version 330 core
layout(location = 0) out vec4 gbuffer0;
layout(location = 1) out vec2 gbuffer1;
layout(location = 2) out vec4 gbuffer2;
in vec3 normalVS;
in vec2 texCoord;
uniform sampler2D color_tex;
const float DEFAULT_METALNESS = 0.0;
const float DEFAULT_ROUGHNESS = 0.8;
vec2 encodeNormal(vec3 n);
void main()
{
gbuffer0.rgb = pow(texture(color_tex, texCoord).rgb, vec3(2.2)); // Gamma correction
gbuffer0.a = 1.0;
gbuffer1 = encodeNormal(normalVS);
gbuffer2 = vec4(DEFAULT_METALNESS,
DEFAULT_ROUGHNESS,
0.0,
0.0);
}