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XCEngine/参考/Fermion/Boson/Resources/Shaders/GBufferMesh.glsl

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1.5 KiB
GLSL

#type vertex
#version 450 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal;
layout(location = 2) in vec4 a_Color;
layout(location = 3) in vec2 a_TexCoords;
// Camera uniform buffer (binding = 0)
layout(std140, binding = 0) uniform CameraData
{
mat4 u_ViewProjection;
mat4 u_View;
mat4 u_Projection;
vec3 u_CameraPosition;
};
// Model uniform buffer (binding = 1)
layout(std140, binding = 1) uniform ModelData
{
mat4 u_Model;
mat4 u_NormalMatrix;
int u_ObjectID;
};
out vec3 v_Normal;
out vec2 v_TexCoords;
flat out int v_ObjectID;
void main()
{
vec4 worldPos = u_Model * vec4(a_Position, 1.0);
v_Normal = mat3(u_NormalMatrix) * a_Normal;
v_TexCoords = a_TexCoords;
v_ObjectID = u_ObjectID;
gl_Position = u_ViewProjection * worldPos;
}
#type fragment
#version 450 core
layout(location = 0) out vec4 o_Albedo;
layout(location = 1) out vec4 o_Normal;
layout(location = 2) out vec4 o_Material;
layout(location = 3) out vec4 o_Emissive;
layout(location = 4) out int o_ObjectID;
in vec3 v_Normal;
in vec2 v_TexCoords;
flat in int v_ObjectID;
uniform bool u_UseTexture;
uniform sampler2D u_Texture;
uniform vec4 u_Kd;
uniform bool u_FlipUV;
void main()
{
vec2 uv = v_TexCoords;
if (u_FlipUV)
uv.y = 1.0 - uv.y;
vec4 baseColor = u_UseTexture ? texture(u_Texture, uv) : u_Kd;
o_Albedo = vec4(baseColor.rgb, baseColor.a);
o_Normal = vec4(normalize(v_Normal), 1.0);
o_Material = vec4(1.0, 0.0, 1.0, 1.0);
o_Emissive = vec4(0.0, 0.0, 0.0, 1.0);
o_ObjectID = v_ObjectID;
}