#version 450 #pragma shader_stage(fragment) #extension GL_EXT_samplerless_texture_functions : require #define TEXTURES 1 #define CUBEMAPS 1 #define DEFERRED_SAMPLING 0 #include "../common/macros.h" #include "../common/structs.h" #include "../common/functions.h" #if !MULTISAMPLING layout (binding = 1) uniform usampler2D textureId; layout (binding = 2) uniform sampler2D textureNormals; #if DEFERRED_SAMPLING layout (binding = 3) uniform sampler2D textureUvs; #else layout (binding = 3) uniform sampler2D textureAlbedo; #endif #else layout (binding = 1) uniform usampler2DMS textureId; layout (binding = 2) uniform sampler2DMS textureNormals; #if DEFERRED_SAMPLING layout (binding = 3) uniform sampler2DMS textureUvs; #else layout (binding = 3) uniform sampler2DMS textureAlbedo; #endif #endif layout (location = 0) in vec2 inUv; layout (location = 1) in float inAlpha; layout (location = 2) in Cursor inCursor; layout (location = 0) out vec4 outAlbedo; void main() { #if !MULTISAMPLING outAlbedo = texture( textureAlbedo, inUv ); #else outAlbedo = resolve( textureAlbedo, ivec2(inUv * textureSize(textureId)) ); #endif if ( inCursor.radius.x <= 0 || inCursor.radius.y <= 0 ) return; float dist = pow(inUv.x - inCursor.position.x, 2) / pow(inCursor.radius.x, 2) + pow(inUv.y - inCursor.position.y, 2) / pow(inCursor.radius.y, 2); if ( dist <= 1 ) { float attenuation = dist; outAlbedo.rgb = mix( inCursor.color.rgb * inCursor.color.a, outAlbedo.rgb, attenuation ); } if ( inAlpha < 1.0 ) outAlbedo.a = inAlpha; }