layout(location = 0) in vec4 f_vertex_color; layout(location = 1) in vec2 f_uv; layout(location = 3) flat in int f_material_id; layout(location = 4) in float f_hue_change; #ifdef PBR_ENABLED layout(location = 5) in vec3 f_normal; layout(location = 8) in vec4 f_world_position; #endif layout(location = 0) out vec4 o_color; #include "utils/sample_mesh_texture.glsl" #include "../utils/rgb_conversion.frag" #ifdef PBR_ENABLED #include "utils/handle_pbr.glsl" #include "../utils/encode_normal.frag" layout(location = 1) out vec4 o_normal; #endif void main() { vec4 tex_color = sampleMeshTexture0(f_material_id, f_uv); if (tex_color.a * f_vertex_color.a < 0.5) discard; if (f_hue_change > 0.0) { vec3 old_hsv = rgbToHsv(tex_color.rgb); vec2 new_xy = vec2(f_hue_change, old_hsv.y); vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z)); tex_color = vec4(new_color.r, new_color.g, new_color.b, tex_color.a); } #ifndef PBR_ENABLED vec3 mixed_color = tex_color.xyz * f_vertex_color.xyz; o_color = vec4(mixed_color, 1.0); #else vec3 diffuse_color = tex_color.xyz * f_vertex_color.xyz; vec3 normal = normalize(f_normal.xyz); vec3 pbr = sampleMeshTexture2(f_material_id, f_uv).xyz; if (u_deferred) { o_color = vec4(diffuse_color, pbr.z); o_normal.xy = EncodeNormal(normal); o_normal.zw = pbr.xy; } else { o_color = vec4(handlePBR(diffuse_color, pbr, f_world_position, normal), 1.0); } #endif }