#version 460 layout(location = 0) in FragmentObj { vec3 GeoPos; // Реальная позиция в мире vec3 Normal; flat uint Texture; // Текстура vec2 UV; } Fragment; layout(location = 0) out vec4 Frame; struct AtlasEntry { vec4 UVMinMax; uint Layer; uint Flags; uint _Pad0; uint _Pad1; }; const uint ATLAS_ENTRY_VALID = 1u; uniform layout(set = 0, binding = 0) sampler2DArray MainAtlas; layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj { AtlasEntry Entries[]; } MainAtlasLayout; uniform layout(set = 1, binding = 0) sampler2DArray LightMap; layout(set = 1, binding = 1) readonly buffer LightMapLayoutObj { vec3 Color; } LightMapLayout; vec4 atlasColor(uint texId, vec2 uv) { AtlasEntry entry = MainAtlasLayout.Entries[texId]; if((entry.Flags & ATLAS_ENTRY_VALID) == 0u) return vec4(((int(gl_FragCoord.x / 128) + int(gl_FragCoord.y / 128)) % 2) * vec3(1, 0, 1), 1); vec2 baseUV = vec2(uv.x, 1.0f - uv.y); vec2 atlasUV = mix(entry.UVMinMax.xy, entry.UVMinMax.zw, baseUV); atlasUV = clamp(atlasUV, entry.UVMinMax.xy, entry.UVMinMax.zw); return texture(MainAtlas, vec3(atlasUV, entry.Layer)); } void main() { Frame = atlasColor(Fragment.Texture, Fragment.UV); Frame.xyz *= max(0.2f, dot(Fragment.Normal, normalize(vec3(0.5, 1, 0.8)))); }