#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 = 4) in vec4 inTangent; 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); // Normal mapping: decode tangent-space normal and transform to world space // Expect UNORM normal map (not sRGB). Flat fallback is (0.5, 0.5, 1.0). vec3 Nm = texture(normalMap, inUV).xyz * 2.0 - 1.0; float normalScale = max(materialData.extra[0].x, 0.0); Nm.xy *= normalScale; vec3 N = normalize(inNormal); vec3 T = normalize(inTangent.xyz); vec3 B = normalize(cross(N, T)) * inTangent.w; vec3 Nw = normalize(T * Nm.x + B * Nm.y + N * Nm.z); outPos = vec4(inWorldPos, 1.0); outNorm = vec4(Nw, roughness); outAlbedo = vec4(albedo, metallic); }