49 lines
1.2 KiB
GLSL
49 lines
1.2 KiB
GLSL
#version 450
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#define UF_DEFERRED_SAMPLING 0
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#define UF_CAN_DISCARD 1
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layout (binding = 1) uniform sampler2D samplerTexture;
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layout (location = 0) in vec2 inUv;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inPosition;
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layout (location = 0) out uvec2 outId;
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layout (location = 1) out vec2 outNormals;
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#if UF_DEFERRED_SAMPLING
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layout (location = 2) out vec2 outUvs;
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#else
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layout (location = 2) out vec4 outAlbedo;
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#endif
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vec2 encodeNormals( vec3 n ) {
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float p = sqrt(n.z*8+8);
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return n.xy/p + 0.5;
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}
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float mipLevel( in vec2 uv ) {
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vec2 dx_vtc = dFdx(uv);
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vec2 dy_vtc = dFdy(uv);
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return 0.5 * log2(max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)));
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}
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void main() {
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float mip = mipLevel(inUv.xy);
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vec2 uv = inUv.xy;
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vec4 C = vec4(1, 1, 1, 1);
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vec3 P = inPosition;
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vec3 N = inNormal;
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#if UF_DEFERRED_SAMPLING
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outUvs = wrap(inUv.xy);
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vec4 outAlbedo = vec4(0,0,0,0);
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#endif
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#if !UF_DEFERRED_SAMPLING || UF_CAN_DISCARD
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C = textureLod( samplerTexture, uv, mip );
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#endif
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#if !UF_DEFERRED_SAMPLING
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outAlbedo = C * inColor;
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#endif
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outNormals = encodeNormals( N );
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//outId = ivec2(0, 0);
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} |