67 lines
1.5 KiB
GLSL
67 lines
1.5 KiB
GLSL
#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;
|
|
|
|
} |