#version 450 #pragma shader_stage(fragment) #define FRAGMENT 1 #define CUBEMAPS 1 // #define MAX_TEXTURES TEXTURES #define MAX_TEXTURES textures.length() layout (constant_id = 0) const uint TEXTURES = 1; #include "../common/macros.h" #include "../common/structs.h" layout (binding = 5) uniform sampler2D samplerTextures[TEXTURES]; layout (std140, binding = 6) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 7) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 8) readonly buffer Textures { Texture textures[]; }; #include "../common/functions.h" layout (location = 0) in vec2 inUv; layout (location = 1) in vec2 inSt; layout (location = 2) in vec4 inColor; layout (location = 3) in vec3 inNormal; layout (location = 4) in mat3 inTBN; layout (location = 7) in vec3 inPosition; layout (location = 8) flat in uvec4 inId; void main() { const uint drawID = uint(inId.x); const uint instanceID = uint(inId.y); const uint materialID = uint(inId.z); const vec2 uv = wrap(inUv.xy); vec4 A = vec4(0, 0, 0, 0); surface.uv.xy = uv; surface.uv.z = mipLevel(dFdx(inUv), dFdy(inUv)); const Material material = materials[materialID]; // sample albedo if ( !validTextureIndex( material.indexAlbedo ) ) discard; { // const Texture t = textures[material.indexAlbedo]; // A = textureLod( samplerTextures[nonuniformEXT(t.index)], mix( t.lerp.xy, t.lerp.zw, uv ), mip ); A = sampleTexture( material.indexAlbedo ); // alpha mode OPAQUE if ( material.modeAlpha == 0 ) { A.a = 1; // alpha mode BLEND } else if ( material.modeAlpha == 1 ) { // alpha mode MASK } else if ( material.modeAlpha == 2 ) { if ( A.a < abs(material.factorAlphaCutoff) ) discard; A.a = 1; } // if ( A.a < 1 - 0.00001 ) discard; } }