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fgdata/Shaders/HDR/text.frag

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GLSL
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2024-01-19 17:33:14 +00:00
#version 330 core
layout(location = 0) out vec4 fragColor;
in VS_OUT {
vec2 texcoord;
vec3 vertex_normal;
vec3 view_vector;
vec4 ap_color;
} fs_in;
uniform sampler2D glyph_tex;
uniform mat4 osg_ViewMatrixInverse;
uniform vec4 fg_Viewport;
// XXX: We should be able to modify these through material animations
const vec3 TEXT_BASE_COLOR = vec3(1.0);
const float TEXT_METALLIC = 0.0;
const float TEXT_ROUGHNESS = 1.0;
const vec3 TEXT_EMISSION = vec3(1.0);
// color.glsl
vec3 eotf_inverse_sRGB(vec3 srgb);
// shading_transparent.glsl
vec3 eval_lights_transparent(
vec3 base_color, float metallic, float roughness, float occlusion,
vec3 emissive, vec3 P, vec3 N, vec3 V, vec2 uv, vec4 ap,
mat4 view_matrix_inverse);
void main()
{
float alpha = texture(glyph_tex, fs_in.texcoord).a;
vec3 N = normalize(fs_in.vertex_normal);
vec3 V = normalize(-fs_in.view_vector);
vec2 uv = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw;
vec3 color = eval_lights_transparent(
TEXT_BASE_COLOR, TEXT_METALLIC, TEXT_ROUGHNESS, 1.0, TEXT_EMISSION,
fs_in.view_vector, N, V, uv, fs_in.ap_color, osg_ViewMatrixInverse);
fragColor = vec4(color, alpha);
}