#version 450 #extension GL_GOOGLE_include_directive : require #extension GL_EXT_buffer_reference : require #include "input_structures.glsl" layout(location = 0) in vec3 inNormal; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inUV; layout(location = 3) in vec3 inWorldPos; layout(location = 4) in vec4 inTangent; layout(location = 0) out vec4 outPos; layout(location = 1) out vec4 outNorm; layout(location = 2) out vec4 outAlbedo; layout(location = 3) out uint outObjectID; layout(location = 4) out vec4 outExtra; // Keep push constants layout in sync with mesh.vert / GPUDrawPushConstants struct Vertex { vec3 position; float uv_x; vec3 normal; float uv_y; vec4 color; vec4 tangent; }; layout(buffer_reference, std430) readonly buffer VertexBuffer{ Vertex vertices[]; }; layout(push_constant) uniform constants { mat4 render_matrix; mat3 normal_matrix; VertexBuffer vertexBuffer; uint objectID; } PushConstants; void main() { // Apply baseColor texture and baseColorFactor once vec4 baseTex = texture(colorTex, inUV); // Alpha from baseColor texture and factor, used for cutouts on MASK materials. float alpha = clamp(baseTex.a * materialData.colorFactors.a, 0.0, 1.0); float alphaCutoff = materialData.extra[2].x; if (alphaCutoff > 0.0 && alpha < alphaCutoff) { discard; } vec3 albedo = inColor * baseTex.rgb * materialData.colorFactors.rgb; // glTF metallic-roughness in G (roughness) and B (metallic) vec2 mrTex = texture(metalRoughTex, inUV).gb; float roughness = clamp(mrTex.x * materialData.metal_rough_factors.y, 0.04, 1.0); float metallic = clamp(mrTex.y * materialData.metal_rough_factors.x, 0.0, 1.0); // Normal mapping: decode tangent-space normal and transform to world space // Expect UNORM normal map; support BC5 (RG) by reconstructing Z from XY. vec3 N = normalize(inNormal); vec3 Nw = N; float normalScale = max(materialData.extra[0].x, 0.0); if (normalScale > 0.0) { vec2 enc = texture(normalMap, inUV).xy * 2.0 - 1.0; enc *= normalScale; float z2 = 1.0 - dot(enc, enc); float nz = z2 > 0.0 ? sqrt(z2) : 0.0; vec3 Nm = vec3(enc, nz); vec3 T = normalize(inTangent.xyz); vec3 B = normalize(cross(N, T)) * inTangent.w; Nw = normalize(T * Nm.x + B * Nm.y + N * Nm.z); } outPos = vec4(inWorldPos, 1.0); outNorm = vec4(Nw, roughness); outAlbedo = vec4(albedo, metallic); // Extra G-buffer: x = AO, yzw = emissive // extra[0].y = AO strength, extra[0].z = hasAO flag (1 = use AO texture) float hasAO = materialData.extra[0].z; float aoStrength = clamp(materialData.extra[0].y, 0.0, 1.0); float ao = 1.0; if (hasAO > 0.5 && aoStrength > 0.0) { float aoTex = texture(occlusionTex, inUV).r; ao = 1.0 - aoStrength + aoStrength * aoTex; } vec3 emissive = vec3(0.0); vec3 emissiveFactor = materialData.extra[1].rgb; if (any(greaterThan(emissiveFactor, vec3(0.0)))) { vec3 emissiveSample = texture(emissiveTex, inUV).rgb; emissive = emissiveSample * emissiveFactor; } outExtra = vec4(ao, emissive); outObjectID = PushConstants.objectID; }