overte/libraries/render-utils/src/DeferredBufferWrite.slh
2019-08-22 08:13:11 -07:00

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<!
// DeferredBufferWrite.slh
// libraries/render-utils/src
//
// Created by Sam Gateau on 1/12/15.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not DEFERRED_BUFFER_WRITE_SLH@>
<@def DEFERRED_BUFFER_WRITE_SLH@>
<@include DeferredBuffer.slh@>
layout(location=0) out vec4 _fragColor0; // albedo / metallic
layout(location=1) out vec4 _fragColor1; // Normal
layout(location=2) out vec4 _fragColor2; // scattering / emissive / occlusion
layout(location=3) out vec4 _fragColor3; // emissive
// the alpha threshold
const float alphaThreshold = 0.5;
float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
return mix(alpha, 1.0 - alpha, step(mapAlpha, alphaThreshold));
}
<@include DefaultMaterials.slh@>
<@include LightingModel.slh@>
void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 emissive, float occlusion, float scattering) {
if (alpha < 1.0) {
discard;
}
float check = float(scattering > 0.0);
_fragColor0 = vec4(albedo, mix(packShadedMetallic(metallic), packScatteringMetallic(metallic), check));
_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
_fragColor2 = vec4(mix(emissive, vec3(scattering), check), occlusion);
_fragColor3 = vec4(isEmissiveEnabled() * emissive, 1.0);
}
void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 lightmap) {
if (alpha < 1.0) {
discard;
}
_fragColor0 = vec4(albedo, packLightmappedMetallic(metallic));
_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
_fragColor2 = vec4(isLightmapEnabled() * lightmap, 1.0);
_fragColor3 = vec4(isLightmapEnabled() * lightmap * albedo, 1.0);
}
void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) {
// to reduce texel flickering for floating point error we discard when alpha is "almost one"
if (alpha < 0.999999) {
discard;
}
_fragColor0 = vec4(color, packUnlit());
_fragColor1 = vec4(packNormal(normal), 1.0);
_fragColor2 = vec4(vec3(0.0), 1.0);
_fragColor3 = vec4(color, 1.0);
}
void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 albedo, float roughness) {
if (alpha <= 0.0) {
discard;
}
_fragColor0 = vec4(albedo.rgb, alpha);
_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
_fragColor2 = vec4(vec3(0.0), 1.0);
_fragColor3 = vec4(0.0);
}
<@endif@>