#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" uniform sampler2D probeTex; uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D gbuffer1; uniform mat4 probeVP; uniform mat4 invVP; uniform vec3 proben; in vec4 wvpposition; out vec4 fragColor; void main() { vec2 texCoord = wvpposition.xy / wvpposition.w; texCoord = texCoord * 0.5 + 0.5; #ifdef _InvY texCoord.y = 1.0 - texCoord.y; #endif vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, metallic/roughness, depth float roughness = g0.b; if (roughness > 0.95) { fragColor.rgb = vec3(0.0); return; } float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a); if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; } float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; vec3 wp = getPos2(invVP, depth, texCoord); vec4 pp = probeVP * vec4(wp.xyz, 1.0); vec2 tc = (pp.xy / pp.w) * 0.5 + 0.5; #ifdef _InvY tc.y = 1.0 - tc.y; #endif vec2 enc = g0.rg; vec3 n; n.z = 1.0 - abs(enc.x) - abs(enc.y); n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy); n = normalize(n); float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0); fragColor.rgb = texture(probeTex, tc).rgb * intensity; }