10cd3fb8c4
Also tidy up model and terrain shaders. Inputs and outputs to vertex and fragment shaders are now interface blocks.
61 lines
1.8 KiB
GLSL
61 lines
1.8 KiB
GLSL
#version 330 core
|
|
|
|
layout(location = 0) out vec4 fragColor;
|
|
|
|
in VS_OUT {
|
|
vec2 texcoord;
|
|
vec3 vertex_normal;
|
|
vec3 view_vector;
|
|
vec4 ap_color;
|
|
} fs_in;
|
|
|
|
uniform sampler2D base_color_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;
|
|
uniform float alpha_cutoff;
|
|
|
|
uniform mat4 osg_ViewMatrixInverse;
|
|
uniform mat4 osg_ProjectionMatrix;
|
|
uniform vec4 fg_Viewport;
|
|
|
|
// color.glsl
|
|
vec3 eotf_inverse_sRGB(vec3 srgb);
|
|
// shading_transparent.glsl
|
|
vec3 eval_lights_transparent(
|
|
vec3 base_color, float metallic, float roughness, float occlusion,
|
|
vec3 P, vec3 N, vec3 V, vec2 uv, vec4 ap,
|
|
mat4 view_matrix_inverse);
|
|
// normalmap.glsl
|
|
vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord);
|
|
|
|
void main()
|
|
{
|
|
vec4 base_color_texel = texture(base_color_tex, fs_in.texcoord);
|
|
vec4 base_color = vec4(eotf_inverse_sRGB(base_color_texel.rgb), base_color_texel.a)
|
|
* base_color_factor;
|
|
if (base_color.a < alpha_cutoff)
|
|
discard;
|
|
|
|
vec3 orm = texture(orm_tex, fs_in.texcoord).rgb;
|
|
float occlusion = orm.r;
|
|
float roughness = orm.g * roughness_factor;
|
|
float metallic = orm.b * metallic_factor;
|
|
vec3 emissive = texture(emissive_tex, fs_in.texcoord).rgb * emissive_factor;
|
|
|
|
vec3 V = normalize(-fs_in.view_vector);
|
|
vec2 uv = (gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw;
|
|
|
|
vec3 N = normalize(fs_in.vertex_normal);
|
|
N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord);
|
|
|
|
vec3 color = eval_lights_transparent(
|
|
base_color.rgb, metallic, roughness, occlusion,
|
|
fs_in.view_vector, N, V, uv, fs_in.ap_color, osg_ViewMatrixInverse);
|
|
|
|
fragColor = vec4(color, base_color.a);
|
|
}
|