36 lines
988 B
GLSL
36 lines
988 B
GLSL
#version 330 core
|
|
|
|
in vec2 texcoord;
|
|
in mat3 TBN;
|
|
|
|
uniform sampler2D color_tex;
|
|
uniform sampler2D normal_tex;
|
|
uniform int normalmap_enabled;
|
|
uniform int normalmap_dds;
|
|
uniform float normalmap_tiling;
|
|
|
|
const float COMBINED_METALLIC = 0.0;
|
|
const float COMBINED_ROUGHNESS = 0.1;
|
|
|
|
// 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, texcoord).rgb;
|
|
vec3 color = eotf_inverse_sRGB(texel);
|
|
|
|
vec3 normal = vec3(0.0, 0.0, 1.0);
|
|
if (normalmap_enabled > 0) {
|
|
normal = texture(normal_tex, texcoord * normalmap_tiling).rgb * 2.0 - 1.0;
|
|
// DDS has flipped normals
|
|
if (normalmap_dds > 0)
|
|
normal = -normal;
|
|
}
|
|
vec3 N = normalize(TBN * normal);
|
|
|
|
gbuffer_pack(N, color, COMBINED_METALLIC, COMBINED_ROUGHNESS, 1.0, vec3(0.0), 3u);
|
|
}
|