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fgdata/Shaders/HDR/geometry-pbr.frag
Fernando García Liñán 9f39644199 HDR: Optimize the G-Buffer and do not separate the occlusion texture
- 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.
2021-08-27 00:03:43 +02:00

44 lines
1.2 KiB
GLSL

#version 330 core
layout(location = 0) out vec4 outGBuffer0;
layout(location = 1) out vec4 outGBuffer1;
layout(location = 2) out vec4 outGBuffer2;
in vec2 texCoord;
in mat3 TBN;
uniform sampler2D base_color_tex;
uniform sampler2D normal_tex;
uniform sampler2D orm_tex;
uniform sampler2D emissive_tex;
uniform vec4 base_color_factor;
uniform float metallic_factor;
uniform float roughness_factor;
uniform vec3 emissive_factor;
vec2 encodeNormal(vec3 n);
vec3 decodeSRGB(vec3 screenRGB);
void main()
{
vec3 baseColorTexel = texture(base_color_tex, texCoord).rgb; // Ignore alpha
vec3 baseColor = decodeSRGB(baseColorTexel.rgb) * base_color_factor.rgb;
vec3 normal = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
normal = normalize(TBN * normal);
vec3 orm = texture(orm_tex, texCoord).rgb;
float occlusion = orm.r;
float roughness = orm.g * roughness_factor;
float metallic = orm.b * metallic_factor;
vec3 emissive = texture(emissive_tex, texCoord).rgb * emissive_factor;
outGBuffer0.rg = encodeNormal(normal);
outGBuffer0.b = roughness;
outGBuffer0.a = 1.0;
outGBuffer1.rgb = baseColor;
outGBuffer1.a = metallic;
outGBuffer2.rgb = vec3(0.0);
outGBuffer2.a = occlusion;
}