#version 450 #pragma shader_stage(fragment) #define FRAGMENT 1 #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 DrawCommands { DrawCommand drawCommands[]; }; layout (std140, binding = 7) readonly buffer Instances { Instance instances[]; }; layout (std140, binding = 8) readonly buffer InstanceAddresseses { InstanceAddresses instanceAddresses[]; }; layout (std140, binding = 9) readonly buffer Materials { Material materials[]; }; layout (std140, binding = 10) readonly buffer Textures { Texture textures[]; }; layout (std140, binding = 11) readonly buffer Lights { Light lights[]; }; #include "../../common/functions.h" layout (location = 0) flat in uvec4 inId; layout (location = 1) flat in vec4 inPOS0; layout (location = 2) in vec4 inPOS1; layout (location = 3) in vec3 inPosition; layout (location = 4) in vec2 inUv; layout (location = 5) in vec4 inColor; layout (location = 6) in vec2 inSt; layout (location = 7) in vec3 inNormal; layout (location = 8) in vec3 inTangent; void main() { const uint triangleID = uint(inId.x); // gl_PrimitiveID const uint drawID = uint(inId.y); const uint instanceID = uint(inId.z); const DrawCommand drawCommand = drawCommands[drawID]; const Instance instance = instances[instanceID]; const Material material = materials[instance.materialID]; surface.uv.xy = wrap(inUv.xy); surface.uv.z = mipLevel(dFdx(inUv), dFdy(inUv)); vec4 A = inColor * material.colorBase; // sample albedo if ( validTextureIndex( material.indexAlbedo ) ) { 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 ) discard; }