#version 330 core in VS_OUT { vec2 texcoord; vec3 vertex_normal; vec3 view_vector; } fs_in; uniform sampler2D base_color_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); // normalmap.glsl vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord); void main() { vec4 base_color_texel = texture(base_color_tex, fs_in.texcoord); vec3 base_color = eotf_inverse_sRGB(base_color_texel.rgb) * base_color_factor.rgb; vec3 orm = texture(orm_tex, fs_in.texcoord).rgb; float occlusion = orm.r; float roughness = orm.g * roughness_factor; float metallic = orm.b * metallic_factor; vec3 emissive = texture(emissive_tex, fs_in.texcoord).rgb * emissive_factor; vec3 N = normalize(fs_in.vertex_normal); N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord); gbuffer_pack(N, base_color, metallic, roughness, occlusion, emissive, 3u); }