layout(location = 1) in vec2 f_uv; layout(location = 2) in vec2 f_uv_two; layout(location = 3) flat in int f_material_id; #ifdef PBR_ENABLED layout(location = 5) in vec3 f_normal; layout(location = 8) in vec4 f_world_position; #endif layout(location = 0) out vec4 o_color; #include "utils/sample_mesh_texture.glsl" #ifdef PBR_ENABLED #include "utils/handle_pbr.glsl" #include "../utils/encode_normal.frag" layout(location = 1) out vec4 o_normal; #endif void main() { vec4 color = sampleMeshTexture0(f_material_id, f_uv); vec4 layer_two_tex = sampleMeshTexture1(f_material_id, f_uv_two); layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb; vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a); #ifndef PBR_ENABLED o_color = vec4(final_color, 1.0); #else vec3 normal = normalize(f_normal.xyz); vec3 pbr = sampleMeshTexture2(f_material_id, f_uv).xyz; if (u_deferred) { o_color = vec4(final_color, pbr.z); o_normal.xy = EncodeNormal(normal); o_normal.zw = pbr.xy; } else { o_color = vec4(handlePBR(final_color, pbr, f_world_position, normal), 1.0); } #endif }