#version 330 core in VS_OUT { vec2 texcoord; vec2 orthophoto_texcoord; vec3 vertex_normal; } fs_in; uniform sampler2D color_tex; uniform sampler2D orthophoto_tex; uniform bool orthophotoAvailable; const float TERRAIN_METALLIC = 0.0; const float TERRAIN_ROUGHNESS = 0.95; // 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() { vec3 texel = texture(color_tex, fs_in.texcoord).rgb; if (orthophotoAvailable) { vec4 sat_texel = texture(orthophoto_tex, fs_in.orthophoto_texcoord); if (sat_texel.a > 0.0) { texel.rgb = sat_texel.rgb; } } vec3 color = eotf_inverse_sRGB(texel); vec3 N = normalize(fs_in.vertex_normal); gbuffer_pack(N, color, TERRAIN_METALLIC, TERRAIN_ROUGHNESS, 1.0, vec3(0.0), 3u); }