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