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uniform int object_id = 0;
uniform vec3 materialDiffuseColor;
uniform float materialMetallic;
uniform float materialRoughness;
uniform sampler2D image;
uniform float ImageTransparencyCutoff = 0.1;
uniform bool imageSrgb;
uniform bool imageNearest;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
#ifdef V3D_SHADING_VERTEX_COLOR
in vec3 vertexColor;
#endif
#ifdef HAIR_SHADER
flat in float hair_rand;
#endif
#ifdef MATDATA_PASS_ENABLED
layout(location = 0) out vec4 materialData;
#endif
#ifdef OBJECT_ID_PASS_ENABLED
layout(location = 1) out uint objectId;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
layout(location = 2) out WB_Normal normalViewport;
#endif
void main()
{
#ifdef MATDATA_PASS_ENABLED
float metallic, roughness;
vec4 color;
# if defined(V3D_SHADING_TEXTURE_COLOR)
color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest);
if (color.a < ImageTransparencyCutoff) {
discard;
}
# elif defined(V3D_SHADING_VERTEX_COLOR)
color.rgb = vertexColor;
# else
color.rgb = materialDiffuseColor;
# endif
# ifdef V3D_LIGHTING_MATCAP
/* Encode front facing in metallic channel. */
metallic = float(gl_FrontFacing);
roughness = 0.0;
# else
metallic = materialMetallic;
roughness = materialRoughness;
# endif
# ifdef HAIR_SHADER
/* Add some variation to the hairs to avoid uniform look. */
float hair_variation = hair_rand * 0.1;
color = clamp(color - hair_variation, 0.0, 1.0);
metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);
roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);
# endif
materialData.rgb = color.rgb;
materialData.a = workbench_float_pair_encode(roughness, metallic);
#endif /* MATDATA_PASS_ENABLED */
#ifdef OBJECT_ID_PASS_ENABLED
objectId = uint(object_id);
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
n = normalize(n);
normalViewport = workbench_normal_encode(n);
#endif
}
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