Add layer of abstraction to output pbrData

This commit is contained in:
Sam 2018-01-26 20:16:16 +01:00
parent f5a0e6477e
commit c4b42c1852
2 changed files with 23 additions and 13 deletions

View File

@ -1,9 +1,6 @@
flat in float hue_change;
in vec4 color;
in vec3 tangent;
in vec3 bitangent;
in vec3 normal;
in vec2 uv;
layout(location = 0) out vec4 o_diffuse_color;
@ -13,6 +10,7 @@ layout(location = 2) out vec2 o_gloss_map;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/rgb_conversion.frag"
#stk_include "utils/sp_texture_sampling.frag"
#stk_include "utils/sp_normalMapOutput.frag"
void main()
{
@ -39,16 +37,7 @@ void main()
#if defined(Advanced_Lighting_Enabled)
vec4 layer_3 = sampleTextureLayer3(uv);
vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
vec3 frag_tangent = normalize(tangent);
vec3 frag_bitangent = normalize(bitangent);
vec3 frag_normal = normalize(normal);
mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal);
vec3 world_normal = t_b_n * tangent_space_normal;
vec4 layer_2 = sampleTextureLayer2(uv);
o_normal_depth.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
o_normal_depth.z = layer_2.x;
o_gloss_map = layer_2.yz;
outputNormalMapPbrData(layer_3.rgb, layer_2.rgb);
#endif
}

View File

@ -0,0 +1,21 @@
// This function encapsulate the computation of normal maps
in vec3 tangent;
in vec3 bitangent;
in vec3 normal;
void outputNormalMapPbrData(vec3 layer_3, vec3 layer_2)
{
vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
vec3 frag_tangent = normalize(tangent);
vec3 frag_bitangent = normalize(bitangent);
vec3 frag_normal = normalize(normal);
mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal);
vec3 world_normal = t_b_n * tangent_space_normal;
o_normal_depth.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
o_normal_depth.z = layer_2.x;
o_gloss_map = layer_2.yz;
}