#version 330 core in VS_OUT { vec2 texcoord; vec3 vertex_normal; vec4 material_color; } fs_in; uniform sampler2D color_tex; const float DEFAULT_METALLIC = 0.0; const float DEFAULT_ROUGHNESS = 0.5; // 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; vec3 color = eotf_inverse_sRGB(texel) * fs_in.material_color.rgb; vec3 N = normalize(fs_in.vertex_normal); gbuffer_pack(N, color, DEFAULT_METALLIC, DEFAULT_ROUGHNESS, 1.0, vec3(0.0), 3u); }