10cd3fb8c4
Also tidy up model and terrain shaders. Inputs and outputs to vertex and fragment shaders are now interface blocks.
16 lines
425 B
GLSL
16 lines
425 B
GLSL
#version 330 core
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in vec3 vertex_normal;
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const float CHROME_METALLIC = 1.0;
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const float CHROME_ROUGHNESS = 0.1;
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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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void main()
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{
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vec3 N = normalize(vertex_normal);
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gbuffer_pack(N, vec3(1.0), CHROME_METALLIC, CHROME_ROUGHNESS, 1.0, vec3(0.0), 3u);
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}
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