2023-04-07 06:17:37 +00:00
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#version 330 core
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layout(location = 0) out vec4 fragColor;
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in vec3 vP;
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in vec2 texcoord;
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in mat3 TBN;
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in vec4 ap_color;
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uniform sampler2D base_color_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D orm_tex;
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uniform sampler2D emissive_tex;
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uniform vec4 base_color_factor;
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uniform float metallic_factor;
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uniform float roughness_factor;
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uniform vec3 emissive_factor;
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uniform float alpha_cutoff;
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uniform mat4 osg_ViewMatrixInverse;
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uniform mat4 osg_ProjectionMatrix;
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uniform vec4 fg_Viewport;
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// color.glsl
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vec3 eotf_inverse_sRGB(vec3 srgb);
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// shading_transparent.glsl
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vec3 eval_lights_transparent(
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vec3 base_color, float metallic, float roughness, float occlusion,
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vec3 P, vec3 N, vec3 V, vec2 uv, vec4 ap,
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mat4 view_matrix_inverse);
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void main()
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{
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vec4 base_color_texel = texture(base_color_tex, texcoord);
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vec4 base_color = vec4(eotf_inverse_sRGB(base_color_texel.rgb), base_color_texel.a)
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* base_color_factor;
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if (base_color.a < alpha_cutoff)
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discard;
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vec3 normal = texture(normal_tex, texcoord).rgb * 2.0 - 1.0;
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vec3 N = normalize(TBN * normal);
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vec3 orm = texture(orm_tex, texcoord).rgb;
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float occlusion = orm.r;
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float roughness = orm.g * roughness_factor;
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float metallic = orm.b * metallic_factor;
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vec3 emissive = texture(emissive_tex, texcoord).rgb * emissive_factor;
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vec3 V = normalize(-vP);
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vec2 uv = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw;
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vec3 color = eval_lights_transparent(
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base_color.rgb, metallic, roughness, occlusion,
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vP, N, V, uv, ap_color, osg_ViewMatrixInverse);
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2023-04-11 15:59:44 +00:00
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fragColor = vec4(color, base_color.a);
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2023-04-07 06:17:37 +00:00
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}
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