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1#version 460 core
2#extension GL_ARB_separate_shader_objects : enable
3#extension GL_ARB_shading_language_420pack : enable
4
5// includes
6
7#include "3d/shaders/common/3d_dm_indirect_lighting_common.h"
8#include "3d/shaders/common/3d_dm_structures_common.h"
9#include "3d/shaders/common/3d_dm_target_packing_common.h"
10
11// sets
12
13#include "3d/shaders/common/3d_dm_env_frag_layout_common.h"
14#define CORE3D_USE_SCENE_FOG_IN_ENV
15#include "3d/shaders/common/3d_dm_inplace_env_common.h"
16#include "3d/shaders/common/3d_dm_inplace_post_process.h"
17
18struct CustomEnvProperties {
19    mat4 transMat;
20};
21layout(set = 1, binding = 0) uniform sampler2D uCustomSampler;
22layout(set = 1, binding = 1) uniform uCustomBuffer
23{
24    CustomEnvProperties customProperties;
25};
26layout(set = 1, binding = 2) uniform uCustomBuffer2
27{
28    CustomEnvProperties customProperties2;
29};
30layout(set = 1, binding = 3) uniform uCustomBuffer3
31{
32    CustomEnvProperties customProperties3;
33};
34// in / out
35
36layout(location = 0) in vec2 inUv;
37layout(location = 1) in flat uint inIndices;
38
39layout(location = 0) out vec4 outColor;
40layout(location = 1) out vec4 outVelocityNormal;
41
42/*
43fragment shader for environment sampling
44*/
45void main(void)
46{
47    vec4 texRes = texture(uCustomSampler, inUv);
48    vec3 colorRes = SrgbToLinear(texRes.rgb);
49    outColor = vec4(colorRes, 1.0f);
50}
51