10cd3fb8c4
Also tidy up model and terrain shaders. Inputs and outputs to vertex and fragment shaders are now interface blocks.
42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
#version 330 core
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in VS_OUT {
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vec2 texcoord;
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vec3 vertex_normal;
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vec3 view_vector;
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vec3 rawpos;
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} fs_in;
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uniform sampler2D color_tex;
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uniform sampler3D noise_tex;
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const float NORMALMAP_SCALE = 8.0;
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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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void main()
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{
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vec4 texel = texture(color_tex, fs_in.texcoord);
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vec3 color = eotf_inverse_sRGB(texel.rgb);
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vec3 N = normalize(fs_in.vertex_normal);
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N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord * NORMALMAP_SCALE);
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vec3 noise_large = texture(noise_tex, fs_in.rawpos * 0.0045).rgb;
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vec3 noise_small = texture(noise_tex, fs_in.rawpos).rgb;
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float mix_factor = noise_large.r * noise_large.g * noise_large.b * 350.0;
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mix_factor = smoothstep(0.0, 1.0, mix_factor);
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color = mix(color, noise_small, 0.15);
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float roughness = mix(0.94, 0.98, mix_factor);
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gbuffer_pack(N, color, 0.0, roughness, 1.0, vec3(0.0), 3u);
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}
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