24 lines
613 B
GLSL
24 lines
613 B
GLSL
#version 330 core
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in vec3 vN;
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in vec2 texcoord;
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in vec4 material_color;
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uniform sampler2D color_tex;
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const float DEFAULT_METALLIC = 0.0;
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const float DEFAULT_ROUGHNESS = 0.5;
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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, texcoord).rgb;
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vec3 color = eotf_inverse_sRGB(texel) * material_color.rgb;
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gbuffer_pack(vN, color, DEFAULT_METALLIC, DEFAULT_ROUGHNESS, 1.0, vec3(0.0), 3u);
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}
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