10cd3fb8c4
Also tidy up model and terrain shaders. Inputs and outputs to vertex and fragment shaders are now interface blocks.
41 lines
1.2 KiB
GLSL
41 lines
1.2 KiB
GLSL
#version 330 core
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in VS_OUT {
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vec2 texcoord;
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vec3 vertex_normal;
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vec3 view_vector;
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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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// 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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// normalmap.glsl
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vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord);
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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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vec3 base_color = eotf_inverse_sRGB(base_color_texel.rgb) * base_color_factor.rgb;
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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 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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gbuffer_pack(N, base_color, metallic, roughness, occlusion, emissive, 3u);
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}
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