#version 330 core layout(location = 0) out vec4 fragColor; in VS_OUT { float flogz; vec2 texcoord; vec3 vertex_normal; vec3 view_vector; vec4 material_color; vec4 ap_color; } fs_in; uniform sampler2D color_tex; uniform mat4 osg_ViewMatrixInverse; uniform vec4 fg_Viewport; const float TRANSPARENT_METALLIC = 0.0; const float TRANSPARENT_ROUGHNESS = 0.1; // color.glsl vec3 eotf_inverse_sRGB(vec3 srgb); // shading_transparent.glsl vec3 eval_lights_transparent( vec3 base_color, float metallic, float roughness, float occlusion, vec3 emissive, vec3 P, vec3 N, vec3 V, vec2 uv, vec4 ap, mat4 view_matrix_inverse); // logarithmic_depth.glsl float logdepth_encode(float z); void main() { vec4 texel = texture(color_tex, fs_in.texcoord); vec3 base_color = eotf_inverse_sRGB(texel.rgb) * fs_in.material_color.rgb; float alpha = fs_in.material_color.a * texel.a; vec3 N = normalize(fs_in.vertex_normal); vec3 V = normalize(-fs_in.view_vector); vec2 uv = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw; vec3 color = eval_lights_transparent( base_color, TRANSPARENT_METALLIC, TRANSPARENT_ROUGHNESS, 1.0, vec3(0.0), fs_in.view_vector, N, V, uv, fs_in.ap_color, osg_ViewMatrixInverse); fragColor = vec4(color, alpha); gl_FragDepth = logdepth_encode(fs_in.flogz); }