#version 450 layout (set = 1, binding = 0) uniform sampler2DArray Skin; layout (push_constant) uniform PushConstants { layout (offset = 68) uint colorA; uint colorB; 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; int i; vec3 light = vec3 (0); c = texture (Skin, vec3 (st, 0)) * base_color; c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA) * 2; c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB) * 2; e = texture (Skin, vec3 (st, 3)); frag_color = c; frag_emission = e; frag_normal = vec4(normalize(normal), 1); frag_position = position; }