LNXSDK/leenkx/Shaders/custom_mat_presets/custom_mat_deferred.frag.glsl
2025-01-22 16:18:30 +01:00

58 lines
2.3 KiB
GLSL

#version 450
#include "../compiled.inc"
// Include functions for gbuffer operations (packFloat2() etc.)
#include "../std/gbuffer.glsl"
// World-space normal from the vertex shader stage
in vec3 wnormal;
/*
The G-Buffer output. Deferred rendering uses the following render target layout:
| Index | Needs #define || R | G | B | A |
+===================+=================++==============+==============+=================+====================+
| GBUF_IDX_0 | || normal (XY) | roughness | metallic/matID |
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
| GBUF_IDX_1 | || base color (RGB) | occlusion/specular |
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
| GBUF_IDX_2 | _gbuffer2 || velocity (XY) | ignore radiance | unused |
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
| GBUF_IDX_EMISSION | _EmissionShaded || emission color (RGB) | unused |
+-------------------+-----------------++--------------+--------------+-----------------+--------------------+
The indices as well as the GBUF_SIZE define are defined in "compiled.inc".
*/
out vec4 fragColor[GBUF_SIZE];
void main() {
// Pack normals into 2 components to fit into the gbuffer
vec3 n = normalize(wnormal);
n /= (abs(n.x) + abs(n.y) + abs(n.z));
n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy);
// Define PBR material values
vec3 basecol = vec3(1.0);
float roughness = 0.0;
float metallic = 0.0;
float occlusion = 1.0;
float specular = 1.0;
uint materialId = 0;
vec3 emissionCol = vec3(0.0);
float ior = 1.450;
float opacity = 1.0;
// Store in gbuffer (see layout table above)
fragColor[GBUF_IDX_0] = vec4(n.xy, roughness, packFloatInt16(metallic, materialId));
fragColor[GBUF_IDX_1] = vec4(basecol.rgb, packFloat2(occlusion, specular));
#ifdef _EmissionShaded
fragColor[GBUF_IDX_EMISSION] = vec4(emissionCol, 0.0);
#endif
#ifdef _SSRefraction
fragColor[GBUF_IDX_REFRACTION] = vec4(ior, opacity, 0.0, 0.0);
#endif
}