#version 450 #define UF_DEFERRED_SAMPLING 0 #define UF_CAN_DISCARD 1 layout (binding = 1) uniform sampler2D samplerTexture; layout (location = 0) in vec2 inUv; layout (location = 1) in vec4 inColor; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inPosition; layout (location = 0) out uvec2 outId; layout (location = 1) out vec2 outNormals; #if UF_DEFERRED_SAMPLING layout (location = 2) out vec2 outUvs; #else layout (location = 2) out vec4 outAlbedo; #endif vec2 encodeNormals( vec3 n ) { float p = sqrt(n.z*8+8); return n.xy/p + 0.5; } float mipLevel( in vec2 uv ) { vec2 dx_vtc = dFdx(uv); vec2 dy_vtc = dFdy(uv); return 0.5 * log2(max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc))); } void main() { float mip = mipLevel(inUv.xy); vec2 uv = inUv.xy; vec4 C = vec4(1, 1, 1, 1); vec3 P = inPosition; vec3 N = inNormal; #if UF_DEFERRED_SAMPLING outUvs = wrap(inUv.xy); vec4 outAlbedo = vec4(0,0,0,0); #endif #if !UF_DEFERRED_SAMPLING || UF_CAN_DISCARD C = textureLod( samplerTexture, uv, mip ); #endif #if !UF_DEFERRED_SAMPLING outAlbedo = C * inColor; #endif outNormals = encodeNormals( N ); //outId = ivec2(0, 0); }