#version 450 #include "../Libraries/armorbase/Shaders/std/gbuffer.glsl" in vec3 wnormal; in vec4 wvpposition; in vec4 prevwvpposition; out vec4 fragColor[3]; void main() { vec3 n = normalize(wnormal); vec3 basecol; float roughness; float metallic; float occlusion; float emission; basecol = vec3(0.800000011920929, 0.800000011920929, 0.800000011920929); roughness = 0.25; metallic = 0.0; occlusion = 1.0; emission = 0.0; n /= (abs(n.x) + abs(n.y) + abs(n.z)); n.xy = n.z >= 0.0 ? n.xy : octahedronWrap(n.xy); uint matid = 0; if (emission > 0) { basecol *= emission; matid = 1; } fragColor[0] = vec4(n.xy, roughness, packFloatInt16(metallic, matid)); fragColor[1] = vec4(basecol, occlusion); vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5; vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5; fragColor[2].rg = vec2(posa - posb); }