RuntimeData/shader/r_composition.frag

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2020-05-22 19:59:34 +08:00
#version 460 core
/**
* Copyright (c) 2018-2020 www.hyzgame.com
*
* Create by ShaderMaker
*/
layout(push_constant) uniform Consts
{
mat4 local_to_world;
mat3 normal;
vec3 object_position;
vec3 object_size;
} pc;
layout(binding = 0) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
} world;
layout(binding=0) uniform sampler2D rb_depth;
layout(binding=1) uniform sampler2D gb_color_metallic;
layout(binding=2) uniform sampler2D gb_normal_roughness;
layout(location=0) in vec2 vs_out_position;
layout(location=0) out vec4 FragColor;
void main()
{
vec3 BaseColor;
vec3 Normal;
float Metallic;
float Roughness;
vec4 gb_cm=texture(gb_color_metallic,FragmentPosition);
vec4 gb_cr=texture(gb_normal_roughness,FragmentPosition);
BaseColor =gb_cm.rgb;
Metallic =gb_cm.a;
Normal =gb_cr.rgb;
Roughness =gb_cr.a;
//[Begin] Your code------------------------------------
//[End] Your code--------------------------------------
FragColor=
}