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fgdata/Shaders/HDR/model_combined.frag

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#version 330 core
in VS_OUT {
float flogz;
vec2 texcoord;
vec3 vertex_normal;
vec3 view_vector;
} fs_in;
uniform sampler2D color_tex;
uniform int normalmap_enabled;
uniform float normalmap_tiling;
uniform float metallic;
uniform float roughness;
// 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);
// normalmap.glsl
vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord);
// logarithmic_depth.glsl
float logdepth_encode(float z);
void main()
{
vec3 texel = texture(color_tex, fs_in.texcoord).rgb;
vec3 color = eotf_inverse_sRGB(texel);
vec3 N = normalize(fs_in.vertex_normal);
if (normalmap_enabled > 0) {
N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord * normalmap_tiling);
}
gbuffer_pack(N, color, metallic, roughness, 1.0, vec3(0.0), 3u);
gl_FragDepth = logdepth_encode(fs_in.flogz);
}