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fgdata/Shaders/HDR/model_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

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1.1 KiB
GLSL

#version 330 core
layout(location = 0) out vec4 fragColor;
in vec3 vN;
in vec3 vP;
in vec2 texcoord;
in vec4 material_color;
in vec4 ap_color;
uniform sampler2D color_tex;
uniform mat4 osg_ViewMatrixInverse;
uniform vec4 fg_Viewport;
const float TRANSPARENT_METALLIC = 0.0;
const float TRANSPARENT_ROUGHNESS = 0.1;
// 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);
void main()
{
vec4 texel = texture(color_tex, texcoord);
vec3 base_color = eotf_inverse_sRGB(texel.rgb) * material_color.rgb;
float alpha = material_color.a * texel.a;
vec3 N = normalize(vN);
vec3 V = normalize(-vP);
vec2 uv = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw;
vec3 color = eval_lights_transparent(
base_color, TRANSPARENT_METALLIC, TRANSPARENT_ROUGHNESS, 1.0,
vP, N, V, uv, ap_color, osg_ViewMatrixInverse);
fragColor = vec4(color, alpha);
}