
2. Physically Based Deferred Shading on Mobile 197
layout( r32f ) highp float posx ;
layout( r32f ) highp float posy ;
layout( r32f ) highp float posz ;
layout( rg16f ) highp vec2 lightAccumRG ;
layout( rg16f ) highp vec2 lightAccumB_normalsX ;
layout( rg16f ) highp vec2 normalsYZ ;
layout( rg16f ) highp vec2 roughness_metallicness ;
layout( r11f_g11f_b10f ) highp vec3 albedoOrReflectance ;
Listing 2.7. Future metallicness workflow PLS G-buffer setup (256 bits).
layout( r32f ) highp float posx ;
layout( r32f ) highp float posy ;
layout( r32f ) highp float posz ;
layout( rg16f ) highp vec2 lightAccumRG ;
layout( rg16f ) highp vec2 lightAccumB_roughness ;
layout ...