#version 330 core in VS_OUT { float flogz; vec2 texcoord; vec3 vertex_normal; } fs_in; uniform sampler2D color_tex; // 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); // logarithmic_depth.glsl float logdepth_encode(float z); void main() { vec4 texel = texture(color_tex, fs_in.texcoord); if (texel.a < 0.5) discard; vec3 color = eotf_inverse_sRGB(texel.rgb); vec3 N = normalize(fs_in.vertex_normal); gbuffer_pack(N, color, 0.0, 0.9, 1.0, vec3(0.0), 3u); gl_FragDepth = logdepth_encode(fs_in.flogz); }