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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
uniform sampler2D materialBuffer;
uniform sampler2D normalBuffer;
in vec4 uvcoordsvar;
out vec4 fragColor;
void main()
{
vec3 normal = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st));
vec4 mat_data = texture(materialBuffer, uvcoordsvar.st);
vec3 I_vs = view_vector_from_screen_uv(uvcoordsvar.st, world_data.viewvecs, ProjectionMatrix);
vec3 base_color = mat_data.rgb;
float roughness, metallic;
workbench_float_pair_decode(mat_data.a, roughness, metallic);
vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic);
vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic);
fragColor.rgb = get_world_lighting(diffuse_color, specular_color, roughness, normal, I_vs);
fragColor.a = 1.0;
}
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