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Towards/external/loft/examples/viewer/shaders/Transparent.frag
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2026-07-18 14:31:15 +02:00
#version 450
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 fragNormal;
layout(location = 2) out vec4 fragPosition;
layout(location = 3) out vec4 fragPbr;
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;
layout(location = 3) in mat3 inTBN;
layout( push_constant ) uniform constants
{
uint transformIdx;
uint materialIdx;
} PushConstants;
struct Material {
vec4 albedo;
vec4 bsdf;
int colorTexture;
float colorTextureBlend;
int normalTexture;
float normalTextureBlend;
int pbrTexture;
float pbrTextureBlend;
};
layout(set = 2, binding = 0) uniform Materials {
Material materials[128];
} materials;
layout(set = 2, binding = 2) uniform sampler2DArray colorTextures;
layout(set = 2, binding = 3) uniform sampler2DArray normalTextures;
layout(set = 2, binding = 4) uniform sampler2DArray pbrTextures;
void main() {
Material material = materials.materials[PushConstants.materialIdx];
vec4 color = texture(colorTextures, vec3(inUV, material.colorTexture)).rgba;
vec3 normal = texture(normalTextures, vec3(inUV, materials.materials[PushConstants.materialIdx].normalTexture)).rgb;
normal = normalize(normal * 2.0 - 1.0);
vec2 pbr = texture(pbrTextures, vec3(inUV, material.pbrTexture)).bg;
fragColor = vec4(mix(material.albedo.rgb, color.rgb, material.colorTextureBlend), color.a);
fragNormal = vec4(mix(inNormal, normalize(inTBN * normalize(normal)), 1.0), color.a);
fragPosition = vec4(inPos, color.a);
fragPbr = vec4(mix(material.bsdf.xy, pbr, 1.0), 0.0, color.a);
}