Files
QuaternionEngine/shaders/gbuffer.frag

98 lines
3.2 KiB
GLSL

#version 450
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#include "input_structures.glsl"
layout(location = 0) in vec3 inNormal;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inUV;
layout(location = 3) in vec3 inWorldPos;
layout(location = 4) in vec4 inTangent;
layout(location = 0) out vec4 outPos;
layout(location = 1) out vec4 outNorm;
layout(location = 2) out vec4 outAlbedo;
layout(location = 3) out uint outObjectID;
layout(location = 4) out vec4 outExtra;
// Keep push constants layout in sync with mesh.vert / GPUDrawPushConstants
struct Vertex {
vec3 position; float uv_x;
vec3 normal; float uv_y;
vec4 color;
vec4 tangent;
};
layout(buffer_reference, std430) readonly buffer VertexBuffer{
Vertex vertices[];
};
layout(push_constant) uniform constants
{
mat4 render_matrix;
mat3 normal_matrix;
VertexBuffer vertexBuffer;
uint objectID;
} PushConstants;
void main() {
// Apply baseColor texture and baseColorFactor once
vec4 baseTex = texture(colorTex, inUV);
// Alpha from baseColor texture and factor, used for cutouts on MASK materials.
float alpha = clamp(baseTex.a * materialData.colorFactors.a, 0.0, 1.0);
float alphaCutoff = materialData.extra[2].x;
if (alphaCutoff > 0.0 && alpha < alphaCutoff)
{
discard;
}
vec3 albedo = inColor * baseTex.rgb * materialData.colorFactors.rgb;
// glTF metallic-roughness in G (roughness) and B (metallic)
vec2 mrTex = texture(metalRoughTex, inUV).gb;
float roughness = clamp(mrTex.x * materialData.metal_rough_factors.y, 0.04, 1.0);
float metallic = clamp(mrTex.y * materialData.metal_rough_factors.x, 0.0, 1.0);
// Normal mapping: decode tangent-space normal and transform to world space
// Expect UNORM normal map; support BC5 (RG) by reconstructing Z from XY.
vec3 N = normalize(inNormal);
vec3 Nw = N;
float normalScale = max(materialData.extra[0].x, 0.0);
if (normalScale > 0.0)
{
vec2 enc = texture(normalMap, inUV).xy * 2.0 - 1.0;
enc *= normalScale;
float z2 = 1.0 - dot(enc, enc);
float nz = z2 > 0.0 ? sqrt(z2) : 0.0;
vec3 Nm = vec3(enc, nz);
vec3 T = normalize(inTangent.xyz);
vec3 B = normalize(cross(N, T)) * inTangent.w;
Nw = normalize(T * Nm.x + B * Nm.y + N * Nm.z);
}
outPos = vec4(inWorldPos, 1.0);
outNorm = vec4(Nw, roughness);
outAlbedo = vec4(albedo, metallic);
// Extra G-buffer: x = AO, yzw = emissive
// extra[0].y = AO strength, extra[0].z = hasAO flag (1 = use AO texture)
float hasAO = materialData.extra[0].z;
float aoStrength = clamp(materialData.extra[0].y, 0.0, 1.0);
float ao = 1.0;
if (hasAO > 0.5 && aoStrength > 0.0)
{
float aoTex = texture(occlusionTex, inUV).r;
ao = 1.0 - aoStrength + aoStrength * aoTex;
}
vec3 emissive = vec3(0.0);
vec3 emissiveFactor = materialData.extra[1].rgb;
if (any(greaterThan(emissiveFactor, vec3(0.0))))
{
vec3 emissiveSample = texture(emissiveTex, inUV).rgb;
emissive = emissiveSample * emissiveFactor;
}
outExtra = vec4(ao, emissive);
outObjectID = PushConstants.objectID;
}