38 lines
1.4 KiB
GLSL
38 lines
1.4 KiB
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.glsl"
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layout(location = 0) in vec3 inNormal;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inUV;
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layout(location = 3) in vec3 inWorldPos;
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layout(location = 4) in vec4 inTangent;
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layout(location = 0) out vec4 outPos;
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layout(location = 1) out vec4 outNorm;
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layout(location = 2) out vec4 outAlbedo;
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void main() {
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// Apply baseColor texture and baseColorFactor once
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vec3 albedo = inColor * texture(colorTex, inUV).rgb * materialData.colorFactors.rgb;
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// glTF metallic-roughness in G (roughness) and B (metallic)
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vec2 mrTex = texture(metalRoughTex, inUV).gb;
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float roughness = clamp(mrTex.x * materialData.metal_rough_factors.y, 0.04, 1.0);
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float metallic = clamp(mrTex.y * materialData.metal_rough_factors.x, 0.0, 1.0);
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// Normal mapping: decode tangent-space normal and transform to world space
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// Expect UNORM normal map (not sRGB). Flat fallback is (0.5, 0.5, 1.0).
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vec3 Nm = texture(normalMap, inUV).xyz * 2.0 - 1.0;
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float normalScale = max(materialData.extra[0].x, 0.0);
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Nm.xy *= normalScale;
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent.xyz);
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vec3 B = normalize(cross(N, T)) * inTangent.w;
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vec3 Nw = normalize(T * Nm.x + B * Nm.y + N * Nm.z);
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outPos = vec4(inWorldPos, 1.0);
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outNorm = vec4(Nw, roughness);
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outAlbedo = vec4(albedo, metallic);
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}
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