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42 lines
1.2 KiB
GLSL

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
}