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