51 lines
No EOL
1.2 KiB
GLSL
51 lines
No EOL
1.2 KiB
GLSL
#version 450
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// Keep in sync manually with Java code
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const int MAX_TEXTURES = 256;
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layout (location = 0) in vec2 inTextCoords;
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layout (location = 1) in flat uint inMaterialIdx;
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layout(location = 0) out vec2 outFragColor;
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struct Material {
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vec4 diffuseColor;
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uint hasTexture;
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uint textureIdx;
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uint hasNormalMap;
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uint normalMapIdx;
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uint hasRoughMap;
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uint roughMapIdx;
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float roughnessFactor;
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float metallicFactor;
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};
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layout(set = 1, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
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layout(set = 2, binding = 0) readonly buffer MaterialUniform {
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Material materials[];
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} matUniform;
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void main()
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{
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Material material = matUniform.materials[inMaterialIdx];
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vec4 albedo;
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if (material.hasTexture == 1) {
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albedo = texture(textSampler[material.textureIdx], inTextCoords);
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} else {
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albedo = material.diffuseColor;
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}
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if (albedo.a < 0.5) {
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discard;
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}
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float depth = gl_FragCoord.z;
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float moment1 = depth;
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float moment2 = depth * depth;
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// Adjust moments to avoid light bleeding
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float dx = dFdx(depth);
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float dy = dFdy(depth);
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moment2 += 0.25 * (dx * dx + dy * dy);
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outFragColor = vec2(moment1, moment2);
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} |