55 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			55 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | #include "std/gbuffer.glsl" | ||
|  | 
 | ||
|  | uniform sampler2D probeTex; | ||
|  | uniform sampler2D gbufferD; | ||
|  | uniform sampler2D gbuffer0; | ||
|  | uniform sampler2D gbuffer1; | ||
|  | uniform mat4 probeVP; | ||
|  | uniform mat4 invVP; | ||
|  | uniform vec3 proben; | ||
|  | 
 | ||
|  | in vec4 wvpposition; | ||
|  | out vec4 fragColor; | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	vec2 texCoord = wvpposition.xy / wvpposition.w; | ||
|  | 	texCoord = texCoord * 0.5 + 0.5; | ||
|  | 	#ifdef _InvY | ||
|  | 	texCoord.y = 1.0 - texCoord.y; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid | ||
|  | 
 | ||
|  | 	float roughness = g0.b; | ||
|  | 	if (roughness > 0.95) { | ||
|  | 		fragColor.rgb = vec3(0.0); | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a); | ||
|  | 	if (spec == 0.0) { | ||
|  | 		fragColor.rgb = vec3(0.0); | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; | ||
|  | 	vec3 wp = getPos2(invVP, depth, texCoord); | ||
|  | 	vec4 pp = probeVP * vec4(wp.xyz, 1.0); | ||
|  | 	vec2 tc = (pp.xy / pp.w) * 0.5 + 0.5; | ||
|  | 	#ifdef _InvY | ||
|  | 	tc.y = 1.0 - tc.y; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	vec2 enc = g0.rg; | ||
|  | 	vec3 n; | ||
|  | 	n.z = 1.0 - abs(enc.x) - abs(enc.y); | ||
|  | 	n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy); | ||
|  | 	n = normalize(n); | ||
|  | 
 | ||
|  | 	float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0); | ||
|  | 	fragColor.rgb = texture(probeTex, tc).rgb * intensity; | ||
|  | } |