#version 330 core out vec4 fragColor; in vec3 normalVS; in vec2 texCoord; in vec4 materialColor; in vec3 ecPos; uniform sampler2D color_tex; uniform mat4 osg_ViewMatrixInverse; uniform mat4 osg_ProjectionMatrix; uniform vec4 fg_Viewport; uniform vec3 fg_SunDirection; const float DEFAULT_TRANSPARENT_METALNESS = 0.0; const float DEFAULT_TRANSPARENT_ROUGHNESS = 0.1; vec3 decodeSRGB(vec3 screenRGB); float getShadowing(vec3 p, vec3 n, vec3 l, mat4 viewToClip); vec3 getF0Reflectance(vec3 baseColor, float metallic); vec3 evaluateLight( vec3 baseColor, float metallic, float roughness, vec3 f0, vec3 intensity, float occlusion, vec3 n, vec3 l, vec3 v, float NdotL, float NdotV); vec3 evaluateIBL( vec3 baseColor, float metallic, float roughness, vec3 f0, float occlusion, vec3 nWorldSpace, float NdotV, vec3 reflected); vec3 addAerialPerspective(vec3 color, vec2 coord, float depth); vec3 getSunIntensity(); void main() { vec4 baseColorTexel = texture(color_tex, texCoord); vec3 baseColor = decodeSRGB(baseColorTexel.rgb) * materialColor.rgb; float alpha = materialColor.a * baseColorTexel.a; vec3 n = normalize(normalVS); vec3 v = normalize(-ecPos); vec3 l = fg_SunDirection; float NdotL = dot(n, l); float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); vec3 f0 = getF0Reflectance(baseColor.rgb, 0.0); vec3 sunIlluminance = getSunIntensity() * clamp(NdotL, 0.0, 1.0); float shadowFactor = getShadowing(ecPos, n, l, osg_ProjectionMatrix); vec3 color = evaluateLight(baseColor, DEFAULT_TRANSPARENT_METALNESS, DEFAULT_TRANSPARENT_ROUGHNESS, f0, sunIlluminance, shadowFactor, n, l, v, NdotL, NdotV); vec3 worldNormal = (osg_ViewMatrixInverse * vec4(n, 0.0)).xyz; vec3 worldReflected = (osg_ViewMatrixInverse * vec4(reflect(-v, n), 0.0)).xyz; color += evaluateIBL(baseColor, DEFAULT_TRANSPARENT_METALNESS, DEFAULT_TRANSPARENT_ROUGHNESS, f0, 1.0, worldNormal, NdotV, worldReflected); vec2 coord = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw; color = addAerialPerspective(color, coord, length(ecPos)); fragColor = vec4(color, alpha); }