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