#extension GL_EXT_nonuniform_qualifier : enable #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 = 4) uniform sampler2D samplerTextures[TEXTURES]; layout (std140, binding = 5) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 6) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 7) 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; layout (location = 0) out uvec2 outId; layout (location = 1) out vec2 outNormals; #if DEFERRED_SAMPLING layout (location = 2) out vec2 outUvs; #else layout (location = 2) out vec4 outAlbedo; #endif void main() { const uint drawID = uint(inId.x); const uint instanceID = uint(inId.y); const uint materialID = uint(inId.z); const float mip = mipLevel(inUv.xy); const vec2 uv = wrap(inUv.xy); const vec3 P = inPosition; vec3 N = inNormal; vec4 A = vec4(0, 0, 0, 0); #if DEFERRED_SAMPLING vec4 outAlbedo = vec4(0,0,0,0); #endif #if !DEFERRED_SAMPLING || CAN_DISCARD const Instance instance = instances[instanceID]; const Material material = materials[materialID]; float M = material.factorMetallic; float R = material.factorRoughness; float AO = material.factorOcclusion; // 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 ); // 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 == 0 ) discard; } #if USE_LIGHTMAP if ( validTextureIndex( instance.lightmapID ) ) { #if DEFERRED_SAMPLING outUvs = inSt; #else const Texture t = textures[instance.lightmapID]; const float gamma = LIGHTMAP_GAMMA; const vec4 L = pow(textureLod( samplerTextures[nonuniformEXT(t.index)], inSt, mip ), vec4(1.0 / gamma)); A.rgb *= L.rgb; #endif } #endif #endif #if !DEFERRED_SAMPLING // sample normal if ( validTextureIndex( material.indexNormal ) ) { Texture t = textures[material.indexNormal]; N = inTBN * normalize( textureLod( samplerTextures[nonuniformEXT(t.index)], mix( t.lerp.xy, t.lerp.zw, uv ), mip ).xyz * 2.0 - vec3(1.0)); } #if 0 // sample metallic/roughness if ( validTextureIndex( material.indexMetallicRoughness ) ) { Texture t = textures[material.indexMetallicRoughness]; const vec4 sampled = textureLod( samplerTextures[nonuniformEXT((useAtlas)?textureAtlas.index:t.index)], ( useAtlas ) ? mix( t.lerp.xy, t.lerp.zw, uv ) : uv, mip ); M = sampled.b; R = sampled.g; } // sample ao AO = material.factorOcclusion; if ( validTextureIndex( material.indexOcclusion ) ) { Texture t = textures[material.indexOcclusion]; AO = textureLod( samplerTextures[nonuniformEXT((useAtlas)?textureAtlas.index:t.index)], ( useAtlas ) ? mix( t.lerp.xy, t.lerp.zw, uv ) : uv ).r; } #endif outAlbedo = A * inColor; #else outUvs = wrap(inUv.xy); #endif outNormals = encodeNormals( N ); outId = uvec2(drawID + 1, instanceID + 1); }