Added Deferred Shading
Former-commit-id: 926022d6306144e2f87cd293291928bda44c7a87
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#version 140
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out vec4 RenderTarget0;
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struct Light
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{
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int type;
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vec4 ambient;
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vec4 color;
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vec2 factors;
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vec4 parameters1;
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vec4 parameters2;
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vec2 parameters3;
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};
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uniform vec3 EyePosition;
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uniform Light Lights[1];
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uniform sampler2D GBuffer0;
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uniform sampler2D GBuffer1;
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uniform sampler2D GBuffer2;
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uniform mat4 InvViewProjMatrix;
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uniform vec2 InvTargetSize;
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uniform vec4 SceneAmbient;
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void main()
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{
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vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
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vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
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if (gVec0.w == 0.0)
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{
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RenderTarget0 = vec4(gVec0.xyz, 1.0);
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return;
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}
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vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
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vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
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vec3 diffuseColor = gVec0.xyz;
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vec3 normal = gVec1.xyz*2.0 - 1.0;
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vec3 specularColor = gVec2.xyz;
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float depth = gVec1.w*2.0 - 1.0;
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float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
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vec3 lightDir = -Lights[0].parameters1.xyz;
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// Ambient
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vec3 lightAmbient = Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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vec3 lightDiffuse = lambert * Lights[0].color.rgb * Lights[0].factors.y;
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// Specular
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vec3 lightSpecular = vec3(0.0);
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if (shininess > 0.0)
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{
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vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);
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vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
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worldPos.xyz /= worldPos.w;
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vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
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vec3 reflection = reflect(-lightDir, normal);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, shininess);
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lightSpecular = specularFactor * Lights[0].color.rgb;
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}
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lightSpecular *= specularColor;
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vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
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vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
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RenderTarget0 = fragmentColor;
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};
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