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fgdata/Shaders/HDR/model_chrome.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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GLSL

#version 330 core
in vec3 vertex_normal;
const float CHROME_METALLIC = 1.0;
const float CHROME_ROUGHNESS = 0.1;
// gbuffer_pack.glsl
void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
float occlusion, vec3 emissive, uint mat_id);
void main()
{
vec3 N = normalize(vertex_normal);
gbuffer_pack(N, vec3(1.0), CHROME_METALLIC, CHROME_ROUGHNESS, 1.0, vec3(0.0), 3u);
}