#version 450 core 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; vec2 resolution; } world; layout(push_constant) uniform Consts { mat4 local_to_world; } pc; layout(binding = 0) uniform sampler2D GB_Position; layout(binding = 1) uniform sampler2D GB_Normal; layout(binding = 2) uniform sampler2D GB_Color; layout(location = 0) in vec2 FragmentPosition; layout(location = 0) out vec4 FragColor; void main() { vec3 pos =texture(GB_Position, FragmentPosition).xyz; vec3 normal =texture(GB_Normal, FragmentPosition).xyz; vec3 color =texture(GB_Color, FragmentPosition).xyz; vec3 sun_light_direction=vec3(1,1,1); float sun_light_intensity=max(dot(normal,sun_light_direction),0.0); FragColor=vec4(color*sun_light_intensity,1.0); }