#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= }