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fgdata/Shaders/HDR/model_pbr_transparent.frag
Fernando García Liñán 10cd3fb8c4 HDR: Normal mapping without precomputed tangents
Also tidy up model and terrain shaders. Inputs and outputs to vertex and
fragment shaders are now interface blocks.
2023-04-17 05:09:24 +02:00

61 lines
1.8 KiB
GLSL

#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);
}