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fgdata/Shaders/HDR/model_pbr.frag

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1.1 KiB
GLSL

#version 330 core
in vec2 texcoord;
in mat3 TBN;
uniform sampler2D base_color_tex;
uniform sampler2D normal_tex;
uniform sampler2D orm_tex;
uniform sampler2D emissive_tex;
uniform vec4 base_color_factor;
uniform float metallic_factor;
uniform float roughness_factor;
uniform vec3 emissive_factor;
// 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()
{
vec4 base_color_texel = texture(base_color_tex, texcoord);
vec3 base_color = eotf_inverse_sRGB(base_color_texel.rgb) * base_color_factor.rgb;
vec3 normal = texture(normal_tex, texcoord).rgb * 2.0 - 1.0;
vec3 N = normalize(TBN * normal);
vec3 orm = texture(orm_tex, texcoord).rgb;
float occlusion = orm.r;
float roughness = orm.g * roughness_factor;
float metallic = orm.b * metallic_factor;
vec3 emissive = texture(emissive_tex, texcoord).rgb * emissive_factor;
gbuffer_pack(N, base_color, metallic, roughness, occlusion, emissive, 3u);
}