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fgdata/Shaders/HDR/terrain_default.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

38 lines
950 B
GLSL

#version 330 core
in VS_OUT {
vec2 texcoord;
vec2 orthophoto_texcoord;
vec3 vertex_normal;
} fs_in;
uniform sampler2D color_tex;
uniform sampler2D orthophoto_tex;
uniform bool orthophotoAvailable;
const float TERRAIN_METALLIC = 0.0;
const float TERRAIN_ROUGHNESS = 0.95;
// gbuffer_pack.glsl
void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
float occlusion, vec3 emissive, uint mat_id);
// color.glsl
vec3 eotf_inverse_sRGB(vec3 srgb);
void main()
{
vec3 texel = texture(color_tex, fs_in.texcoord).rgb;
if (orthophotoAvailable) {
vec4 sat_texel = texture(orthophoto_tex, fs_in.orthophoto_texcoord);
if (sat_texel.a > 0.0) {
texel.rgb = sat_texel.rgb;
}
}
vec3 color = eotf_inverse_sRGB(texel);
vec3 N = normalize(fs_in.vertex_normal);
gbuffer_pack(N, color, TERRAIN_METALLIC, TERRAIN_ROUGHNESS, 1.0, vec3(0.0), 3u);
}