#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 alpha; float sliderThreshold; vec4 sliderStartColor; vec4 sliderEndColor; vec4 sliderBarColor; }; layout(location = 0) in struct { vec4 vertPos; // location 0 vec2 uv; // location = 1 vec4 normal; // location = 2 } In; // material stuff layout(location = 3) flat in struct { int materialIndex; uint eid; uint lightLayerIndex; } In2; 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 fragColor; layout(location = 1) out uint outEntityID; void main() { //fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv); if (fragColor.a < 0.01f) { discard; } if (In.uv.x > MatProp.data[In2.materialIndex].sliderThreshold) fragColor = MatProp.data[In2.materialIndex].sliderBarColor; else fragColor = (1.0f - In.uv.x) * MatProp.data[In2.materialIndex].sliderStartColor + In.uv.x * MatProp.data[In2.materialIndex].sliderEndColor; //fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv); fragColor.a = MatProp.data[In2.materialIndex].alpha; // fragColor.a = 1.0f; outEntityID = In2.eid; }