#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(location=0) out vec4 gb_color_metallic; layout(location=1) out vec4 gb_normal_roughness; void main() { vec3 BaseColor; vec3 Normal; float Metallic; float Roughness; //[Begin] Your code------------------------------------ //[End] Your code-------------------------------------- gb_color_metallic =vec4(BaseColor,Metallic); gb_normal_roughness =vec4(Normal, Roughness); }