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layout(binding = 1) uniform usampler2DRect materialData;
MaterialDetail
getMaterialDetail(uint midx)
{
if (midx > 0u) {
const vec4 sPosSize = texture(materialData, uvec2(0, midx - 1u));
const uvec4 sMode = texture(materialData, uvec2(1, midx - 1u));
const uint mapmodeU = sMode.x & 0xFu;
const uint mapmodeV = (sMode.x & 0xF0u) >> 1;
return MaterialDetail(sPosSize.xy, sPosSize.zw, uvec2(mapmodeU, mapmodeV));
}
return MaterialDetail(vec2(0, 0), vec2(0, 0), uvec2(0, 0));
}
void
main()
{
vec4 worldPos = model * vec4(position, 1.0);
FragPos = worldPos.xyz;
TexCoords = texCoord;
Normal = (model * vec4(normal, 0.0)).xyz;
Colour = colour;
Material = getMaterialDetail(material);
gl_Position = viewProjection * vec4(FragPos - viewPoint + modelPos, 1);
}
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