25 lines
698 B
GLSL
25 lines
698 B
GLSL
#version 450
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#include "../../base/shaders/std/gbuffer.glsl"
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in vec3 wnormal;
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in vec4 wvpposition;
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in vec4 prevwvpposition;
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out vec4 frag_color[3];
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void main() {
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vec3 n = normalize(wnormal);
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vec3 basecol = vec3(0.8, 0.8, 0.8);
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float roughness = 0.25;
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float metallic = 0.0;
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float occlusion = 1.0;
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
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uint matid = uint(0);
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frag_color[0] = vec4(n.xy, roughness, pack_f32_i16(metallic, matid));
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frag_color[1] = vec4(basecol, occlusion);
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vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;
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vec2 posb = (prevwvpposition.xy / prevwvpposition.w) * 0.5 + 0.5;
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frag_color[2].rg = vec2(posa - posb);
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}
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