<@if not DEFERRED_BUFFER_READ_SLH@> <@def DEFERRED_BUFFER_READ_SLH@> <@include DeferredBuffer.slh@> // the albedo texture uniform sampler2D albedoMap; // the normal texture uniform sampler2D normalMap; // the specular texture uniform sampler2D specularMap; // the depth texture uniform sampler2D depthMap; // the obscurance texture uniform sampler2D obscuranceMap; // the lighting texture uniform sampler2D lightingMap; struct DeferredTransform { mat4 projection; mat4 viewInverse; float stereoSide; vec3 _spareABC; }; layout(std140) uniform deferredTransformBuffer { DeferredTransform _deferredTransform; }; DeferredTransform getDeferredTransform() { return _deferredTransform; } bool getStereoMode(DeferredTransform deferredTransform) { return (deferredTransform.stereoSide != 0.0); } float getStereoSide(DeferredTransform deferredTransform) { return (deferredTransform.stereoSide); } vec4 evalEyePositionFromZ(DeferredTransform deferredTransform, float depthVal, vec2 texcoord) { vec3 nPos = vec3(texcoord.xy * 2.0f - 1.0f, depthVal * 2.0f - 1.0f); // compute the view space position using the depth // basically manually pick the proj matrix components to do the inverse float Ze = -deferredTransform.projection[3][2] / (nPos.z + deferredTransform.projection[2][2]); float Xe = (-Ze * nPos.x - Ze * deferredTransform.projection[2][0] - deferredTransform.projection[3][0]) / deferredTransform.projection[0][0]; float Ye = (-Ze * nPos.y - Ze * deferredTransform.projection[2][1] - deferredTransform.projection[3][1]) / deferredTransform.projection[1][1]; return vec4(Xe, Ye, Ze, 1.0f); } struct DeferredFragment { vec4 normalVal; vec4 diffuseVal; vec4 specularVal; vec4 position; vec3 normal; float metallic; vec3 diffuse; float obscurance; vec3 specular; float roughness; vec3 emissive; int mode; float depthVal; }; vec4 unpackDeferredPosition(DeferredTransform deferredTransform, float depthValue, vec2 texcoord) { if (getStereoMode(deferredTransform)) { if (texcoord.x > 0.5) { texcoord.x -= 0.5; } texcoord.x *= 2.0; } return evalEyePositionFromZ(deferredTransform, depthValue, texcoord); } DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) { DeferredFragment frag; frag.depthVal = -1; frag.normalVal = texture(normalMap, texcoord); frag.diffuseVal = texture(albedoMap, texcoord); frag.specularVal = texture(specularMap, texcoord); frag.obscurance = texture(obscuranceMap, texcoord).x; // Unpack the normal from the map frag.normal = unpackNormal(frag.normalVal.xyz); frag.roughness = frag.normalVal.a; // Diffuse color and unpack the mode and the metallicness frag.diffuse = frag.diffuseVal.xyz; unpackModeMetallic(frag.diffuseVal.w, frag.mode, frag.metallic); if (frag.metallic <= 0.5) { frag.metallic = 0.0; frag.specular = vec3(0.03); // Default Di-electric fresnel value } else { frag.specular = vec3(frag.diffuseVal.xyz); frag.metallic = 1.0; } frag.emissive = frag.specularVal.xyz; frag.obscurance = min(frag.specularVal.w, frag.obscurance); return frag; } DeferredFragment unpackDeferredFragment(DeferredTransform deferredTransform, vec2 texcoord) { float depthValue = texture(depthMap, texcoord).r; DeferredFragment frag = unpackDeferredFragmentNoPosition(texcoord); frag.depthVal = depthValue; frag.position = unpackDeferredPosition(deferredTransform, frag.depthVal, texcoord); return frag; } <@endif@>