RuntimeData/shader/r_gbuffer.frag
2020-05-22 19:59:34 +08:00

45 lines
887 B
GLSL

#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);
}