ULRE/res/shader/gbuffer_opaque.frag
2019-07-11 01:07:16 +08:00

31 lines
922 B
GLSL

#version 450
layout (binding = 1) uniform sampler2D TextureColor;
layout (binding = 2) uniform sampler2D TextureNormal;
layout(location = 0) in vec3 FragmentNormal;
layout(location = 1) in vec3 FragmentTangent;
layout(location = 2) in vec3 FragmentPosition;
layout(location = 3) in vec2 FragmentTexCoord;
layout (location = 0) out vec4 outPosition;
layout (location = 1) out vec4 outNormal;
layout (location = 2) out vec4 outColor;
void main()
{
outPosition=vec4(normalize(FragmentPosition*2.0-vec3(1.0)),1.0);
/* vec3 N = normalize(FragmentNormal);
N.y=-N.y;
vec3 T = normalize(FragmentTangent);
vec3 B = cross(N,T);
mat3 TBN = mat3(T,B,N);
vec3 tnorm = normalize(texture(TextureNormal,FragmentTexCoord).xyz*2.0-vec3(1.0))*TBN;*/
//outNormal=vec4(tnorm,1.0);
outNormal=vec4(normalize(FragmentNormal*2.0-vec3(1.0)),1.0);
outColor=texture(TextureColor,FragmentTexCoord);
}