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