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81 lines
2.5 KiB
Text
Executable file
81 lines
2.5 KiB
Text
Executable file
<!
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// DeferredBufferWrite.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 1/12/15.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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<@if not DEFERRED_BUFFER_WRITE_SLH@>
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<@def DEFERRED_BUFFER_WRITE_SLH@>
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layout(location = 0) out vec4 _fragColor0;
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layout(location = 1) out vec4 _fragColor1;
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layout(location = 2) out vec4 _fragColor2;
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uniform sampler2D normalFittingMap;
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vec3 bestFitNormal(vec3 normal) {
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vec3 absNorm = abs(normal);
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float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
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vec2 texcoord = (absNorm.z < maxNAbs ?
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(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
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absNorm.xy);
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texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
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texcoord.y /= texcoord.x;
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vec3 cN = normal / maxNAbs;
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float fittingScale = texture(normalFittingMap, texcoord).a;
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cN *= fittingScale;
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return (cN * 0.5 + 0.5);
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}
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// the alpha threshold
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const float alphaThreshold = 0.5;
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float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
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return mix(alpha, 1.0 - alpha, step(mapAlpha, alphaThreshold));
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}
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const float DEFAULT_ROUGHNESS = 0.9;
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const float DEFAULT_SHININESS = 10;
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const float DEFAULT_METALLIC = 0;
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const vec3 DEFAULT_SPECULAR = vec3(0.1);
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const vec3 DEFAULT_EMISSIVE = vec3(0.0);
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const float DEFAULT_OCCLUSION = 1.0;
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const vec3 DEFAULT_FRESNEL = DEFAULT_EMISSIVE;
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void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 emissive, float occlusion) {
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if (alpha != 1.0) {
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discard;
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}
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_fragColor0 = vec4(albedo, metallic);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5 * clamp(roughness, 0.0, 1.0));
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_fragColor2 = vec4(emissive, occlusion);
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}
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void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 fresnel, vec3 emissive) {
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if (alpha != 1.0) {
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discard;
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}
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_fragColor0 = vec4(albedo, metallic);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5 + 0.5 * clamp(roughness, 0.0, 1.0));
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_fragColor2 = vec4(emissive, 1.0);
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}
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void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 albedo, vec3 fresnel, float roughness) {
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if (alpha <= 0.0) {
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discard;
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}
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_fragColor0 = vec4(albedo.rgb, alpha);
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// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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// _fragColor2 = vec4(fresnel, roughness);
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}
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<@endif@>
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