39 lines
1,015 B
GLSL
39 lines
1,015 B
GLSL
#version 330 core
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in VS_OUT {
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float flogz;
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vec2 texcoord;
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vec3 vertex_normal;
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vec3 view_vector;
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} fs_in;
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uniform sampler2D color_tex;
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uniform int normalmap_enabled;
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uniform float normalmap_tiling;
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uniform float metallic;
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uniform float roughness;
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// gbuffer_pack.glsl
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void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
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float occlusion, vec3 emissive, uint mat_id);
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// color.glsl
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vec3 eotf_inverse_sRGB(vec3 srgb);
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// normalmap.glsl
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vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord);
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// logarithmic_depth.glsl
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float logdepth_encode(float z);
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void main()
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{
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vec3 texel = texture(color_tex, fs_in.texcoord).rgb;
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vec3 color = eotf_inverse_sRGB(texel);
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vec3 N = normalize(fs_in.vertex_normal);
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if (normalmap_enabled > 0) {
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N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord * normalmap_tiling);
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}
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gbuffer_pack(N, color, metallic, roughness, 1.0, vec3(0.0), 3u);
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gl_FragDepth = logdepth_encode(fs_in.flogz);
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}
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