38 lines
1 KiB
GLSL
38 lines
1 KiB
GLSL
#version 330 core
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in vec3 rawpos;
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in vec2 texcoord;
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in mat3 TBN;
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uniform sampler2D color_tex;
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uniform sampler2D normal_tex;
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uniform sampler3D noise_tex;
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const float NORMAL_MAP_SCALE = 8.0;
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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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vec4 texel = texture(color_tex, texcoord);
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vec3 color = eotf_inverse_sRGB(texel.rgb);
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vec3 normal = texture(normal_tex, texcoord * NORMAL_MAP_SCALE).rgb * 2.0 - 1.0;
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vec3 N = normalize(TBN * normal);
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vec3 noise_large = texture(noise_tex, rawpos * 0.0045).rgb;
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vec3 noise_small = texture(noise_tex, rawpos).rgb;
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float mix_factor = noise_large.r * noise_large.g * noise_large.b * 350.0;
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mix_factor = smoothstep(0.0, 1.0, mix_factor);
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color = mix(color, noise_small, 0.15);
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float roughness = mix(0.94, 0.98, mix_factor);
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gbuffer_pack(N, color, 0.0, roughness, 1.0, vec3(0.0), 3u);
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}
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