#version 330 core
out vec4 fragColor;
in vec2 uv;
uniform sampler2D depthStencil;
uniform sampler2D color;
uniform sampler2D normal;
uniform sampler2D light;
uniform sampler2D ssao;
uniform int renderBuff;
uniform bool applySsao;
layout (std140) uniform Globals {
mat4 projView;
mat4 proj;
mat4 invProj;
mat4 view;
uvec2 viewportSize;
vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
};
vec3 RecoverViewWorldPos(vec2 screenPos, float depth) {
vec4 viewPos = invProj * vec4(screenPos * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
return viewPos.xyz / viewPos.w;
}
void main() {
vec4 c = texture(color, uv);
vec4 n = texture(normal, uv);
n += 1.0f;
n /= 2.0f;
vec4 l = texture(light, uv);
float depth = texture(depthStencil, uv).r;
float d = (1.0f - depth) * 16.0f;
vec4 s = texture(ssao, uv);
float faceLight = l.r;
float skyLight = l.g;
float lightLevel = clamp(faceLight + skyLight * dayTime, 0.01f, 1.0f);
lightLevel = pow(lightLevel, 3);
if (applySsao) {
lightLevel *= pow(s.r, 2);
}
lightLevel = clamp(lightLevel, 0.005f, 1.0f);
vec4 finalColor = vec4(c.rgb * lightLevel, 1.0f);
finalColor.rgb = pow(finalColor.rgb, vec3(1.0f / gamma));
switch(renderBuff) {
case 0:
fragColor = finalColor;
break;
case 1:
fragColor = c;
break;
case 2:
fragColor = n;
break;
case 3:
fragColor = vec4(RecoverViewWorldPos(uv, depth), 1.0f);
break;
case 4:
fragColor = vec4(0.5f);
break;
case 5:
fragColor = vec4(l.r, l.g, 1.0f - l.b, 1.0f);
break;
case 6:
fragColor = vec4(vec3(d), 1.0f);
break;
case 7:
fragColor = vec4(pow(s.r, 2));
break;
}
}