#version 330 core layout(location = 0) out vec4 fragColor; in vec3 vN; in vec3 vP; in vec2 texcoord; in vec4 material_color; in vec4 ap_color; uniform sampler2D color_tex; uniform mat4 osg_ViewMatrixInverse; uniform vec4 fg_Viewport; const float TRANSPARENT_METALLIC = 0.0; const float TRANSPARENT_ROUGHNESS = 0.1; // 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 P, vec3 N, vec3 V, vec2 uv, vec4 ap, mat4 view_matrix_inverse); void main() { vec4 texel = texture(color_tex, texcoord); vec3 base_color = eotf_inverse_sRGB(texel.rgb) * material_color.rgb; float alpha = material_color.a * texel.a; vec3 N = normalize(vN); vec3 V = normalize(-vP); vec2 uv = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw; vec3 color = eval_lights_transparent( base_color, TRANSPARENT_METALLIC, TRANSPARENT_ROUGHNESS, 1.0, vP, N, V, uv, ap_color, osg_ViewMatrixInverse); fragColor = vec4(color, alpha); }