#version 330 core in VS_OUT { vec2 texcoord; vec3 vertex_normal; float autumn_flag; } fs_in; uniform sampler2D color_tex; uniform float cseason; // 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() { vec4 texel = texture(color_tex, fs_in.texcoord); if (texel.a < 0.33) discard; // Seasonal color changes if (cseason < 1.5 && fs_in.autumn_flag > 0.0) { texel.r = min(1.0, (1.0 + 5.0 * cseason * fs_in.autumn_flag) * texel.r); texel.b = max(0.0, (1.0 - 8.0 * cseason) * texel.b); } vec3 color = eotf_inverse_sRGB(texel.rgb); vec3 N = normalize(fs_in.vertex_normal); gbuffer_pack(N, color, 0.0, 1.0, 1.0, vec3(0.0), 3u); }