Full BSDF
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@ -17,12 +17,12 @@ in vec3 wnormal;
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_1 | || base color (RGB) | occlusion/specular |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_2 | _gbuffer2 || velocity (XY) | ignore radiance | unused |
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| GBUF_IDX_2 | _gbuffer2 || velocity (XY) | ignore radiance | tangent angle |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_3 | _Anisotropy || world tangent (XYZ) | unused |
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+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
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| GBUF_IDX_REFRACTION | _SSRefraction || packed IOR | transmittance | surfaceDepth | unused |
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| | _VoxelRefract || (0-1 range) | | | |
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The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
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*/
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@ -54,10 +54,10 @@ void main() {
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#endif
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#ifdef _SSRefraction
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fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
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fragColor[GBUF_IDX_REFRACTION] = vec4(packIOR(ior), opacity, 0.0, 1.0);
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#endif
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#ifdef _Anisotropy
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fragColor[GBUF_IDX_3] = vec4(0.0, 0.0, 0.0, 0.0);
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fragColor[GBUF_IDX_2].a = -1.0;
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#endif
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}
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