layout(location = 1) in vec2 f_uv; layout(location = 2) in vec2 f_uv_two; layout(location = 3) flat in int f_material_id; layout(location = 5) in vec3 f_normal; layout(location = 8) in vec4 f_world_position; layout(location = 0) out vec4 o_color; layout(location = 1) out vec4 o_normal; #include "utils/sample_mesh_texture.glsl" #include "utils/handle_pbr.glsl" #include "../utils/encode_normal.frag" #define HIGH_RES_SAMPLER 1.0f #define LOW_RES_SAMPLER 0.5f #ifdef PBR_ENABLED vec4 sampleMultiResTextureLayer2(float factor, int material_id, vec2 uv) { return mix(sampleMeshTexture2(material_id, uv * HIGH_RES_SAMPLER), sampleMeshTexture2(material_id, uv * LOW_RES_SAMPLER), factor); } vec4 sampleMultiResTextureLayer3(float factor, int material_id, vec2 uv) { return mix(sampleMeshTexture3(material_id, uv * HIGH_RES_SAMPLER), sampleMeshTexture3(material_id, uv * LOW_RES_SAMPLER), factor); } vec4 sampleMultiResTextureLayer4(float factor, int material_id, vec2 uv) { return mix(sampleMeshTexture4(material_id, uv * HIGH_RES_SAMPLER), sampleMeshTexture4(material_id, uv * LOW_RES_SAMPLER), factor); } vec4 sampleMultiResTextureLayer5(float factor, int material_id, vec2 uv) { return mix(sampleMeshTexture5(material_id, uv * HIGH_RES_SAMPLER), sampleMeshTexture5(material_id, uv * LOW_RES_SAMPLER), factor); } #endif void main() { #ifdef PBR_ENABLED // mitigate repetitive patterns float cam_dist = length(u_camera.m_view_matrix * f_world_position); float mitigation = clamp(pow(cam_dist * 0.01, 2.0) - 0., 0., 1.); // Splatting part vec4 splatting = sampleMeshTexture1(f_material_id, f_uv_two); vec4 detail0 = sampleMultiResTextureLayer2(mitigation, f_material_id, f_uv); vec4 detail1 = sampleMultiResTextureLayer3(mitigation, f_material_id, f_uv); vec4 detail2 = sampleMultiResTextureLayer4(mitigation, f_material_id, f_uv); vec4 detail3 = sampleMultiResTextureLayer5(mitigation, f_material_id, f_uv); vec4 splatted = splatting.r * detail0 + splatting.g * detail1 + splatting.b * detail2 + max(0.0, (1.0 - splatting.r - splatting.g - splatting.b)) * detail3; vec3 normal = normalize(f_normal.xyz); if (u_deferred) { o_color = vec4(splatted.xyz, 0.0); o_normal.xy = EncodeNormal(normal); o_normal.zw = vec2(0.0); } else { o_color = vec4(handlePBR(splatted.xyz, vec3(0.0), f_world_position, normal), 1.0); } #endif }