#version 450 layout (set = 1, binding = 0) uniform sampler2D Palette; layout (set = 2, binding = 0) uniform sampler2DArray Skin; layout (push_constant) uniform PushConstants { layout (offset = 68) uint colors; vec4 base_color; vec4 fog; }; layout (location = 0) in vec2 st; layout (location = 1) in vec4 position; layout (location = 2) in vec3 normal; layout (location = 0) out vec4 frag_color; layout (location = 1) out vec4 frag_emission; layout (location = 2) out vec4 frag_normal; layout (location = 3) out vec4 frag_position; void main (void) { vec4 c; vec4 e; c = texture (Skin, vec3 (st, 0)) * base_color; e = texture (Skin, vec3 (st, 1)); vec4 rows = unpackUnorm4x8(colors); vec4 cmap = texture (Skin, vec3 (st, 2)); c += texture (Palette, vec2 (cmap.x, rows.x)) * cmap.y; c += texture (Palette, vec2 (cmap.z, rows.y)) * cmap.w; frag_color = c; frag_emission = e; frag_normal = vec4(normalize(normal), 1); frag_position = position; }