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