engine/bin/data/shaders/base/base.frag.h

42 lines
1.1 KiB
C

#define TEXTURES 1
#define CUBEMAPS 1
#define MAX_TEXTURES TEXTURES
#include "../common/macros.h"
#include "../common/structs.h"
#include "../common/functions.h"
layout (binding = 2) 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 DEFERRED_SAMPLING
layout (location = 2) out vec4 outUvs;
#else
layout (location = 2) out vec4 outAlbedo;
#endif
void main() {
float mip = mipLevel(dFdx(inUv), dFdy(inUv));
vec2 uv = inUv.xy;
vec4 C = vec4(1, 1, 1, 1);
vec3 P = inPosition;
vec3 N = inNormal;
#if DEFERRED_SAMPLING
outUvs.xy = wrap(inUv.xy);
outUvs.zw = vec2(0,0);
vec4 outAlbedo = vec4(0,0,0,0);
#endif
#if !DEFERRED_SAMPLING || CAN_DISCARD
C = textureLod( samplerTexture, uv, mip );
#endif
#if !DEFERRED_SAMPLING
outAlbedo = C * inColor;
#endif
outNormals = encodeNormals( N );
//outId = ivec2(0, 0);
}