#version 450 #extension GL_GOOGLE_include_directive : 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 = 0) out vec4 outPos; layout(location = 1) out vec4 outNorm; layout(location = 2) out vec4 outAlbedo; void main() { // Apply baseColor texture and baseColorFactor once vec3 albedo = inColor * texture(colorTex, inUV).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); outPos = vec4(inWorldPos, 1.0); outNorm = vec4(normalize(inNormal), roughness); outAlbedo = vec4(albedo, metallic); }