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