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