#version 330 core in vec2 texcoord; in mat3 TBN; uniform sampler2D base_color_tex; uniform sampler2D normal_tex; uniform sampler2D orm_tex; uniform sampler2D emissive_tex; uniform vec4 base_color_factor; uniform float metallic_factor; uniform float roughness_factor; uniform vec3 emissive_factor; // 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 base_color_texel = texture(base_color_tex, texcoord); vec3 base_color = eotf_inverse_sRGB(base_color_texel.rgb) * base_color_factor.rgb; vec3 normal = texture(normal_tex, texcoord).rgb * 2.0 - 1.0; vec3 N = normalize(TBN * normal); vec3 orm = texture(orm_tex, texcoord).rgb; float occlusion = orm.r; float roughness = orm.g * roughness_factor; float metallic = orm.b * metallic_factor; vec3 emissive = texture(emissive_tex, texcoord).rgb * emissive_factor; gbuffer_pack(N, base_color, metallic, roughness, occlusion, emissive, 3u); }