#version 330 core layout(location = 0) out vec3 fragColor; in vec2 texcoord; uniform mat4 fg_ViewMatrixInverse; uniform mat4 fg_ProjectionMatrix; vec3 decodeNormal(vec2 f); vec3 positionFromDepth(vec2 pos, float depth); // gbuffer_unpack.glsl void gbuffer_unpack(in vec2 texcoord, out vec3 normal, out vec3 base_color, out float metallic, out float roughness, out float occlusion, out vec3 emissive, out uint mat_id); // shading_opaque.glsl vec3 eval_lights( vec3 base_color, float metallic, float roughness, float occlusion, vec3 emissive, vec3 P, vec3 N, vec3 V, vec2 uv, mat4 view_matrix_inverse, mat4 projection_matrix); // pos_from_depth.glsl vec3 get_view_space_from_depth(vec2 uv); void main() { vec3 N, base_color, emissive; float metallic, roughness, occlusion; uint mat_id; gbuffer_unpack(texcoord, N, base_color, metallic, roughness, occlusion, emissive, mat_id); vec3 P = get_view_space_from_depth(texcoord); vec3 V = normalize(-P); fragColor = eval_lights( base_color, metallic, roughness, occlusion, emissive, P, N, V, texcoord, fg_ViewMatrixInverse, fg_ProjectionMatrix); }