//*PIXEL* #version 460 #extension GL_ARB_bindless_texture : require const uint DIRECTIONAL_LIGHT = 1; const uint POINT_LIGHT = 2; const uint SPOT_LIGHT = 3; uint INVALID_HYDRA_ID = 4294967295; struct MaterialStore { vec4 diffuse_colour; vec4 matalic_rough; uint diffuse_texture_id; uint metallic_rough_texture_id; uint normal_texture_id; uint padding[1]; }; layout(std430, binding = 2) readonly buffer material_buffer { MaterialStore materials[1000]; }; layout(std430, binding = 3) readonly buffer texture_buffer { uvec2 textures[1000]; }; layout (location=0) in GEOM_OUT { vec2 vsUV; flat uint vsMaterialID; }geom_out; layout (location=0) out vec4 output_colour; void main() { MaterialStore mat = materials[geom_out.vsMaterialID]; vec4 diffuse_val = mat.diffuse_colour; output_colour = vec4(1,0,0,1); if(mat.diffuse_texture_id != INVALID_HYDRA_ID) { output_colour = vec4(0,1,0,1); uvec2 diffuse_handle = textures[mat.diffuse_texture_id]; diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), geom_out.vsUV.xy); if(mat.diffuse_texture_id== 10) { output_colour = vec4(0,0,1,1); } } if(diffuse_val[3] < 1.0) { discard; output_colour = vec4(0,1,1,1); } // Calculate the accurate, unclamped distance from the light source // output_colour = diffuse_val; // output_colour = vec4(geom_out.vsUV, 1,1); }