engine/bin/data/shaders/base.frag.glsl
2020-02-14 00:00:00 -06:00

49 lines
1.2 KiB
GLSL

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