#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_nonuniform_qualifier : require struct MatPropData { int textureIndex; float highlightPosition; }; struct GenericData { //! Delta time float dt; //! Elapsed time of the application float elapsedTime; //! Viewport width of the scene (excluding imgui, that means smaller than window) uint viewportWidth; //! Ditto but for height uint viewportHeight; }; layout(location = 0) in struct { vec4 vertPos; // location 0 vec2 uv; // location = 1 vec4 normal; // location = 2 vec4 worldPos; // location = 3 } In; // material stuff layout(location = 4) flat in struct { int materialIndex; uint eid; uint lightLayerIndex; vec3 screenSpacePos; } In2; layout (set = 0, binding = 0) uniform GenericDataBuffer { GenericData data; } genericDataBuffer; layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global) layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials { MatPropData data[]; } MatProp; layout(location = 0) out vec4 position; layout(location = 1) out uint outEntityID; layout(location = 2) out uint lightLayerIndices; layout(location = 3) out vec4 normals; layout(location = 4) out vec4 albedo; layout(location = 5) out vec4 worldSpacePosition; layout(location = 6) out vec4 objectVFX; void main() { position = In.vertPos; normals = In.normal; albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv); worldSpacePosition = In.worldPos; outEntityID = In2.eid; lightLayerIndices = In2.lightLayerIndex; float vpHeight = float (In2.screenSpacePos.y); float scanlineScale = 300.0f * (1.0f - In2.screenSpacePos.z); float lowerLimit = vpHeight - scanlineScale; float upperLimit = vpHeight + scanlineScale; if (gl_FragCoord.y > lowerLimit && gl_FragCoord.y < upperLimit) objectVFX = vec4(1.0f); else objectVFX = vec4(0.0f, 0.0f, 0.0f, 1.0f); }