10cd3fb8c4
Also tidy up model and terrain shaders. Inputs and outputs to vertex and fragment shaders are now interface blocks.
38 lines
950 B
GLSL
38 lines
950 B
GLSL
#version 330 core
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in VS_OUT {
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vec2 texcoord;
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vec2 orthophoto_texcoord;
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vec3 vertex_normal;
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} fs_in;
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uniform sampler2D color_tex;
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uniform sampler2D orthophoto_tex;
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uniform bool orthophotoAvailable;
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const float TERRAIN_METALLIC = 0.0;
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const float TERRAIN_ROUGHNESS = 0.95;
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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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// color.glsl
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vec3 eotf_inverse_sRGB(vec3 srgb);
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void main()
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{
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vec3 texel = texture(color_tex, fs_in.texcoord).rgb;
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if (orthophotoAvailable) {
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vec4 sat_texel = texture(orthophoto_tex, fs_in.orthophoto_texcoord);
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if (sat_texel.a > 0.0) {
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texel.rgb = sat_texel.rgb;
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}
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}
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vec3 color = eotf_inverse_sRGB(texel);
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vec3 N = normalize(fs_in.vertex_normal);
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gbuffer_pack(N, color, TERRAIN_METALLIC, TERRAIN_ROUGHNESS, 1.0, vec3(0.0), 3u);
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}
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