ULRE/res/shader/gbuffer_debug.frag
2019-07-17 18:03:59 +08:00

41 lines
1000 B
GLSL

#version 450 core
layout(binding = 0) uniform WorldMatrix
{
mat4 ortho;
mat4 projection;
mat4 modelview;
mat4 mvp;
vec4 view_pos;
} 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 = 1) flat in uint FragmentTexID;
layout(location = 2) in vec2 FragmentTexCoord;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor=vec4(normalize(FragmentPosition),0.0,1.0);
/* vec3 components[3];
components[0]=texture(GB_Position, FragmentTexCoord).xyz;
components[1]=texture(GB_Normal, FragmentTexCoord).xyz;
components[2]=texture(GB_Color, FragmentTexCoord).xyz;
if(FragmentTexID<3)
FragColor=vec4(components[FragmentTexID],1.0);
else
FragColor=vec4(0.0,0.0,0.0,1.0);*/
}