65 lines
1.9 KiB
GLSL
65 lines
1.9 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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float flogz;
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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 base_color_tex;
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uniform sampler2D orm_tex;
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uniform sampler2D emissive_tex;
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uniform vec4 base_color_factor;
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uniform float metallic_factor;
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uniform float roughness_factor;
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uniform vec3 emissive_factor;
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uniform float alpha_cutoff;
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uniform mat4 osg_ViewMatrixInverse;
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uniform mat4 osg_ProjectionMatrix;
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uniform vec4 fg_Viewport;
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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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// normalmap.glsl
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vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord);
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// logarithmic_depth.glsl
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float logdepth_encode(float z);
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void main()
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{
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vec4 base_color_texel = texture(base_color_tex, fs_in.texcoord);
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vec4 base_color = vec4(eotf_inverse_sRGB(base_color_texel.rgb), base_color_texel.a)
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* base_color_factor;
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if (base_color.a < alpha_cutoff)
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discard;
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vec3 orm = texture(orm_tex, fs_in.texcoord).rgb;
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float occlusion = orm.r;
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float roughness = orm.g * roughness_factor;
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float metallic = orm.b * metallic_factor;
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vec3 emissive = texture(emissive_tex, fs_in.texcoord).rgb * emissive_factor;
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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 N = normalize(fs_in.vertex_normal);
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N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord);
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vec3 color = eval_lights_transparent(
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base_color.rgb, metallic, roughness, occlusion, emissive,
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fs_in.view_vector, N, V, uv, fs_in.ap_color, osg_ViewMatrixInverse);
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fragColor = vec4(color, base_color.a);
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gl_FragDepth = logdepth_encode(fs_in.flogz);
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}
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