50 lines
1.1 KiB
GLSL
50 lines
1.1 KiB
GLSL
#version 430 core
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// Material types
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const uint MATERIAL_DIFFUSE = 0u;
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const uint MATERIAL_METAL = 1u;
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const uint MATERIAL_DIELECTRIC = 2u;
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const uint MATERIAL_EMISSIVE = 3u;
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in VS_OUT {
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vec3 frag_pos;
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vec3 normal;
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vec2 texcoord;
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vec3 tangent;
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} fs_in;
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layout(location = 0) out vec4 g_position;
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layout(location = 1) out vec4 g_normal;
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layout(location = 2) out vec4 g_albedo;
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layout(location = 3) out vec4 g_material;
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// Material uniforms
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uniform vec3 u_albedo;
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uniform float u_metallic;
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uniform float u_roughness;
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uniform float u_ior;
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uniform vec3 u_emission;
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uniform uint u_material_type;
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uniform bool u_has_albedo_map;
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uniform sampler2D u_albedo_map;
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void main() {
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// Position
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g_position = vec4(fs_in.frag_pos, 1.0);
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// Normal
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vec3 normal = normalize(fs_in.normal);
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g_normal = vec4(normal, 0.0);
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// Albedo
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vec3 albedo = u_albedo;
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if (u_has_albedo_map) {
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albedo *= texture(u_albedo_map, fs_in.texcoord).rgb;
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}
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g_albedo = vec4(albedo, 1.0);
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// Material properties
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g_material = vec4(u_metallic, u_roughness, u_ior, float(u_material_type));
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}
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