Files
HydraV3/HydraEngine/source/ShaderFiles/deferred_shader.frag
T

79 lines
1.8 KiB
GLSL

//*PIXEL*
#version 460 core
#extension GL_ARB_bindless_texture : require
uint INVALID_HYDRA_ID = 4294967295;
struct MaterialStore
{
vec4 diffuse_colour;
vec4 matalic_rough;
uint diffuse_texture_id;
uint metallic_rough_texture_id;
uint normal_texture_id;
uint padding[1];
};
layout(binding = 2, std430) readonly buffer material_buffer
{
MaterialStore materials[1000];
};
layout( std430, binding = 3) readonly buffer texture_buffer {
uvec2 textures[1000];
};
layout (location=0) in VS_OUT
{
vec2 vsUV;
vec4 vsWorldPos;
vec3 vsNormal;
vec3 vsBiTangent;
vec3 vsTangent;
mat3 vsTBN;
flat uint vsChunkID;
flat uint vsMaterialID;
}vs_out;
layout (location=0) out vec4 diffuse_out;
layout (location=1) out vec4 metalic_rough_out;
layout (location=2) out vec4 normal_out;
layout (location=3) out vec4 position_out;
void main()
{
MaterialStore mat = materials[vs_out.vsMaterialID];
vec4 diffuse_val = mat.diffuse_colour;
vec4 mat_rough_val =mat.matalic_rough;
vec3 normal_val = vs_out.vsNormal;
if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
{
uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), vs_out.vsUV.xy);
}
if(mat.metallic_rough_texture_id != INVALID_HYDRA_ID)
{
uvec2 metal_rough_handle = textures[mat.metallic_rough_texture_id];
mat_rough_val = texture(sampler2D(metal_rough_handle), vs_out.vsUV.xy);
}
if(mat.normal_texture_id != INVALID_HYDRA_ID)
{
uvec2 normal_handle = textures[mat.normal_texture_id];
normal_val = texture(sampler2D(normal_handle), vs_out.vsUV.xy).xyz;
normal_val = (normal_val * 2.0) - 1.0;
normal_val = normalize(vs_out.vsTBN * normal_val);
}
if(diffuse_val[3] <= 0.4)
{
discard;
}
diffuse_out = diffuse_val;
metalic_rough_out = mat_rough_val;
normal_out = vec4(normal_val,1);
position_out = vs_out.vsWorldPos;
}