#version 450 // Keep in sync manually with Java code const int MAX_TEXTURES = 256; layout (location = 0) in vec2 inTextCoords; layout (location = 1) in flat uint inMaterialIdx; layout(location = 0) out vec2 outFragColor; struct Material { vec4 diffuseColor; //16 uint hasTexture; //20 uint textureIdx; //24 uint hasNormalMap; //28 uint normalMapIdx; //32 uint hasRoughMap; //36 uint roughMapIdx; //40 float roughnessFactor; //44 float metallicFactor; //48 vec4 emissiveColour; //64 uint hasEmissiveMap; //68 uint emissiveMapIdx; //72 uint hasTranslucencyMap; //76 uint translucencyMapIdx; //80 float translucencyFactor; //84 uint hasOpacityMap; //88 uint OpacityMapIdx; //92 float OpacityFactor; //96 }; layout(set = 1, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES]; layout(set = 2, binding = 0) readonly buffer MaterialUniform { Material materials[]; } matUniform; void main() { Material material = matUniform.materials[inMaterialIdx]; vec4 albedo; if (material.hasTexture == 1) { albedo = texture(textSampler[material.textureIdx], inTextCoords); } else { albedo = material.diffuseColor; } if (albedo.a < 0.5) { discard; } float depth = gl_FragCoord.z; float moment1 = depth; float moment2 = depth * depth; // Adjust moments to avoid light bleeding float dx = dFdx(depth); float dy = dFdy(depth); moment2 += 0.25 * (dx * dx + dy * dy); outFragColor = vec2(moment1, moment2); }