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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 0) uniform sampler2D samplerposition;
- layout (binding = 1) uniform sampler2D samplerNormal;
- layout (binding = 2) uniform sampler2D samplerAlbedo;
- layout (binding = 3) uniform sampler2D samplerSSAO;
- layout (binding = 4) uniform sampler2D samplerSSAOBlur;
- layout (binding = 5) uniform UBO
- {
- mat4 _dummy;
- int ssao;
- int ssaoOnly;
- int ssaoBlur;
- } uboParams;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec3 fragPos = texture(samplerposition, inUV).rgb;
- vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0);
- vec4 albedo = texture(samplerAlbedo, inUV);
-
- float ssao = (uboParams.ssaoBlur == 1) ? texture(samplerSSAOBlur, inUV).r : texture(samplerSSAO, inUV).r;
-
- vec3 lightPos = vec3(0.0);
- vec3 L = normalize(lightPos - fragPos);
- float NdotL = max(0.5, dot(normal, L));
-
- if (uboParams.ssaoOnly == 1)
- {
- outFragColor.rgb = ssao.rrr;
- }
- else
- {
- vec3 baseColor = albedo.rgb * NdotL;
-
- if (uboParams.ssao == 1)
- {
- outFragColor.rgb = ssao.rrr;
-
- if (uboParams.ssaoOnly != 1)
- outFragColor.rgb *= baseColor;
- }
- else
- {
- outFragColor.rgb = baseColor;
- }
- }
- }
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