39 lines
1 KiB
GLSL
39 lines
1 KiB
GLSL
|
#version 330 core
|
||
|
|
||
|
in vec3 rawpos;
|
||
|
in vec2 texcoord;
|
||
|
in mat3 TBN;
|
||
|
|
||
|
uniform sampler2D color_tex;
|
||
|
uniform sampler2D normal_tex;
|
||
|
uniform sampler3D noise_tex;
|
||
|
|
||
|
const float NORMAL_MAP_SCALE = 8.0;
|
||
|
|
||
|
// 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, texcoord);
|
||
|
vec3 color = eotf_inverse_sRGB(texel.rgb);
|
||
|
|
||
|
vec3 normal = texture(normal_tex, texcoord * NORMAL_MAP_SCALE).rgb * 2.0 - 1.0;
|
||
|
vec3 N = normalize(TBN * normal);
|
||
|
|
||
|
vec3 noise_large = texture(noise_tex, rawpos * 0.0045).rgb;
|
||
|
vec3 noise_small = texture(noise_tex, rawpos).rgb;
|
||
|
|
||
|
float mix_factor = noise_large.r * noise_large.g * noise_large.b * 350.0;
|
||
|
mix_factor = smoothstep(0.0, 1.0, mix_factor);
|
||
|
|
||
|
color = mix(color, noise_small, 0.15);
|
||
|
|
||
|
float roughness = mix(0.94, 0.98, mix_factor);
|
||
|
|
||
|
gbuffer_pack(N, color, 0.0, roughness, 1.0, vec3(0.0), 3u);
|
||
|
}
|