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path: root/src/shaders/pbr.c
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#include "common/core.h"

/*uniforms*/
#define _object2world     UM4(0)
#define _light            UV3(0)
#define _albedo_tex       UTEX(0) 
#define _noraml_tex       UTEX(1) 
#define _roughness_tex    UTEX(2) 
#define _metalness_tex    UTEX(3)

/*varyings*/
#define _texcoord         reg_v2_00
#define _normal           reg_v3_05
#define _rough            reg_num_00
#define _world_pos        reg_v3_00
#define _depth_pos        reg_v3_01
#define _clip_pos         reg_v2_01
#define _world_normal     reg_v3_02 
#define _world_tangent    reg_v3_03
#define _world_bitangent  reg_v3_04

static void vert( Vertex* in, Vec4* clipcoord) {
	static Vec4 p; p.xyz = in->position; p.w = 1;
	object2clip(&p, clipcoord);
	Vec3 worldnormal = mat4_mulvec3(*_object2world, in->normal); 
	worldnormal = vec3_normalize(worldnormal);
	*_texcoord = in->texcoord;
	_clip_pos->x = clipcoord->z; 
	_clip_pos->y = clipcoord->w;
}

static bool frag( Vec4* color) {
	float depth = _clip_pos->x / _clip_pos->y;
	depth = (depth + 1) / 2;
	depth = linear_01_depth(depth);
	Vec4 c = tex2d(_albedo_tex, _texcoord);
	*color = vec4_saturate(c);
	put();
}

Program ssr_built_in_shader_pbr = {
	vert, frag,
	//VARYING_NUM_00 | 
	//VARYING_V3_00 |
	//VARYING_V3_01 |
	//VARYING_V3_02 |
	//VARYING_V3_03 |
	//VARYING_V3_04 |
	//VARYING_V4_00 |
	VARYING_V2_00  |
	//VARYING_V3_05 | 
	VARYING_V2_01 
};