#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_nonuniform_qualifier : require struct MatPropData { vec4 color; }; 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; } 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 (set = 0, binding = 0) uniform GenericDataBuffer { GenericData data; } genericDataBuffer; layout(location = 0) out vec4 objectVFX; layout(input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput depthBuffer; void main() { // Sample depth buffer using UV and save it float currentDepth = subpassLoad (depthBuffer).r; // Use depth buffer to check against current fragment's depth. If fragment is behind depth buffer, render fragment. if (currentDepth > gl_FragCoord.z) discard; objectVFX = MatProp.data[In2.materialIndex].color; }