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fgdata/Shaders/HDR/tree.frag

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GLSL
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2023-04-23 21:11:51 +00:00
#version 330 core
in VS_OUT {
vec2 texcoord;
vec3 vertex_normal;
float autumn_flag;
} fs_in;
uniform sampler2D color_tex;
uniform float cseason;
// gbuffer_pack.glsl
void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
float occlusion, vec3 emissive, uint mat_id);
// color.glsl
vec3 eotf_inverse_sRGB(vec3 srgb);
void main()
{
vec4 texel = texture(color_tex, fs_in.texcoord);
if (texel.a < 0.33)
discard;
// Seasonal color changes
if (cseason < 1.5 && fs_in.autumn_flag > 0.0) {
texel.r = min(1.0, (1.0 + 5.0 * cseason * fs_in.autumn_flag) * texel.r);
texel.b = max(0.0, (1.0 - 8.0 * cseason) * texel.b);
}
vec3 color = eotf_inverse_sRGB(texel.rgb);
vec3 N = normalize(fs_in.vertex_normal);
gbuffer_pack(N, color, 0.0, 1.0, 1.0, vec3(0.0), 3u);
}