44 lines
1.2 KiB
GLSL
44 lines
1.2 KiB
GLSL
#version 330 core
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layout(location = 0) out vec4 fragColor;
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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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vec4 ap_color;
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} fs_in;
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uniform sampler2D glyph_tex;
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uniform mat4 osg_ViewMatrixInverse;
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uniform vec4 fg_Viewport;
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// XXX: We should be able to modify these through material animations
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const vec3 TEXT_BASE_COLOR = vec3(1.0);
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const float TEXT_METALLIC = 0.0;
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const float TEXT_ROUGHNESS = 1.0;
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const vec3 TEXT_EMISSION = vec3(0.0);
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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 emissive, 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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float alpha = texture(glyph_tex, fs_in.texcoord).a;
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vec3 N = normalize(fs_in.vertex_normal);
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vec3 V = normalize(-fs_in.view_vector);
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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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TEXT_BASE_COLOR, TEXT_METALLIC, TEXT_ROUGHNESS, 1.0, TEXT_EMISSION,
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fs_in.view_vector, N, V, uv, fs_in.ap_color, osg_ViewMatrixInverse);
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fragColor = vec4(color, alpha);
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}
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