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.
44 lines
1.2 KiB
GLSL
44 lines
1.2 KiB
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 vec2 texCoord;
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in mat3 TBN;
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uniform sampler2D base_color_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D orm_tex;
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uniform sampler2D emissive_tex;
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uniform vec4 base_color_factor;
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uniform float metallic_factor;
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uniform float roughness_factor;
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uniform vec3 emissive_factor;
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vec2 encodeNormal(vec3 n);
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vec3 decodeSRGB(vec3 screenRGB);
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void main()
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{
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vec3 baseColorTexel = texture(base_color_tex, texCoord).rgb; // Ignore alpha
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vec3 baseColor = decodeSRGB(baseColorTexel.rgb) * base_color_factor.rgb;
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vec3 normal = texture(normal_tex, texCoord).rgb * 2.0 - 1.0;
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normal = normalize(TBN * normal);
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vec3 orm = texture(orm_tex, texCoord).rgb;
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float occlusion = orm.r;
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float roughness = orm.g * roughness_factor;
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float metallic = orm.b * metallic_factor;
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vec3 emissive = texture(emissive_tex, texCoord).rgb * emissive_factor;
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outGBuffer0.rg = encodeNormal(normal);
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outGBuffer0.b = roughness;
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outGBuffer0.a = 1.0;
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outGBuffer1.rgb = baseColor;
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outGBuffer1.a = metallic;
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outGBuffer2.rgb = vec3(0.0);
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outGBuffer2.a = occlusion;
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}
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