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Mar 2nd, 2023
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  1. //--- G-Buffer ------------------------------------------------------------------------------------
  2. #version 450
  3.  
  4. layout (location = 0) in vec3 fFragPos;
  5. layout (location = 1) in vec2 fTexCoord;
  6. layout (location = 2) in mat3 fTBN;
  7.  
  8. layout (location = 0) out vec4 outAlbedo;
  9. layout (location = 1) out vec4 outNormal;
  10. layout (location = 2) out vec4 outPosition;
  11.  
  12. layout(set = 1, binding = 0) uniform sampler2D textures[5];
  13.  
  14. void main()
  15. {
  16.     outAlbedo   = vec4(texture(textures[0], fTexCoord).rgb, 1.0);
  17.     outNormal   = vec4(normalize(fTBN * (texture(textures[1], fTexCoord).rgb * 2.0 - 1.0)), 1.0);
  18.     outPosition = vec4(fFragPos, 1.0);
  19. }
  20. //--------------------------------------------------------------------------------------------------
  21. //-------  Lighting --------------------------------------------------------------------------------
  22. #version 450
  23.  
  24. layout (location = 0) in vec2 fTexCoord;
  25. layout (set = 1, binding = 0) uniform sampler2D gBuffer[3];
  26.  
  27. layout (location = 0) out vec4 outFragColor;
  28.  
  29. layout (push_constant) uniform constants
  30. {
  31.     int mode;
  32. } Constants;
  33.  
  34. void main()
  35. {
  36.     int index = max(0, min(Constants.mode - 1, 2));
  37.  
  38.     outFragColor = vec4(texture(gBuffer[index], fTexCoord).rgb, 1.0);
  39. }
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