#version 330 core layout(location = 0) out vec4 fragColor; in VS_OUT { vec2 texcoord; vec3 vertex_normal; vec3 view_vector; vec4 ap_color; } 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; uniform float alpha_cutoff; uniform mat4 osg_ViewMatrixInverse; uniform mat4 osg_ProjectionMatrix; uniform vec4 fg_Viewport; // 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 P, vec3 N, vec3 V, vec2 uv, vec4 ap, mat4 view_matrix_inverse); // normalmap.glsl vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord); void main() { vec4 base_color_texel = texture(base_color_tex, fs_in.texcoord); vec4 base_color = vec4(eotf_inverse_sRGB(base_color_texel.rgb), base_color_texel.a) * base_color_factor; if (base_color.a < alpha_cutoff) discard; 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 V = normalize(-fs_in.view_vector); vec2 uv = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw; vec3 N = normalize(fs_in.vertex_normal); N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord); vec3 color = eval_lights_transparent( base_color.rgb, metallic, roughness, occlusion, fs_in.view_vector, N, V, uv, fs_in.ap_color, osg_ViewMatrixInverse); fragColor = vec4(color, base_color.a); }