Files
Vulkan-Samples/shaders/deferred/geometry.frag
T
2025-09-04 10:54:47 +08:00

54 lines
1.5 KiB
GLSL

#version 320 es
/* Copyright (c) 2019-2025, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
precision highp float;
layout (set=0, binding=0) uniform sampler2D base_color_texture;
layout (location = 0) in vec4 in_pos;
layout (location = 1) in vec2 in_uv;
layout (location = 2) in vec3 in_normal;
layout (location = 0) out vec4 o_albedo;
layout (location = 1) out vec4 o_normal;
layout(set = 0, binding = 1) uniform GlobalUniform {
mat4 model;
mat4 view_proj;
vec3 camera_position;
} global_uniform;
layout(push_constant, std430) uniform PBRMaterialUniform {
vec4 base_color_factor;
float metallic_factor;
float roughness_factor;
} pbr_material_uniform;
void main(void)
{
vec3 normal = normalize(in_normal);
// Transform normals from [-1, 1] to [0, 1]
o_normal = vec4(0.5 * normal + 0.5, 1.0);
vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
base_color = texture(base_color_texture, in_uv);
o_albedo = base_color;
}