#version 450 #define UF_DEFERRED_SAMPLING 0 #define UF_CAN_DISCARD 1 layout (binding = 1) uniform sampler2D samplerTexture; struct Gui { vec4 offset; vec4 color; int mode; float depth; vec2 padding; }; layout (location = 0) in vec2 inUv; layout (location = 1) in flat Gui inGui; 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() { if ( inUv.x < inGui.offset.x ) discard; if ( inUv.y < inGui.offset.y ) discard; if ( inUv.x > inGui.offset.z ) discard; if ( inUv.y > inGui.offset.w ) discard; float mip = mipLevel(inUv.xy); vec2 uv = inUv.xy; vec4 C = vec4(1, 1, 1, 1); //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 if ( inGui.mode == 1 ) { C = inGui.color; } else { C *= inGui.color; } outAlbedo = C; #endif /* outNormals = encodeNormals( N ); outId = ivec2(0, 0); */ }