SHADE_Y3/TempShaderFolder/TestCubeFs.glsl

44 lines
831 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
layout(location = 0) in struct
{
vec4 vertColor;
vec2 uv;
} In;
// material stuff
layout(location = 2) flat in struct
{
int materialIndex;
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[];
struct MatPropData
{
vec4 color;
int textureIndex;
float alpha;
vec3 beta;
};
layout(set = 3, binding = 0) buffer MaterialProperties
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) +
MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
//outColor = vec4 (1.0f);
}