#version 330 core in VS_OUT { vec2 texcoord; vec3 vertex_normal; vec3 view_vector; } fs_in; uniform sampler2D color_tex; uniform int normalmap_enabled; uniform float normalmap_tiling; uniform float metallic; uniform float roughness; // 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() { vec3 texel = texture(color_tex, fs_in.texcoord).rgb; vec3 color = eotf_inverse_sRGB(texel); vec3 N = normalize(fs_in.vertex_normal); if (normalmap_enabled > 0) { N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord * normalmap_tiling); } gbuffer_pack(N, color, metallic, roughness, 1.0, vec3(0.0), 3u); }