#version 450 layout (constant_id = 0) const int MaxTextures = 256; layout (set = 1, binding = 0) uniform sampler samp; layout (set = 1, binding = 1) uniform texture2DArray textures[MaxTextures]; layout (push_constant) uniform PushConstants { layout (offset = 64) vec4 fog; float time; int texind; }; layout (location = 0) in vec4 tl_st; layout (location = 1) in vec3 direction; layout (location = 2) in vec3 normal; layout (location = 3) in vec4 position; 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; vec4 fogBlend (vec4 color) { float az = fog.a * gl_FragCoord.z / gl_FragCoord.w; vec3 fog_color = fog.rgb; float fog_factor = exp (-az * az); return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a); } void main (void) { vec4 c = vec4 (0); vec4 e; vec3 t_st = vec3 (tl_st.xy, 0); vec3 l_st = vec3 (tl_st.zw, 1); c = texture (sampler2DArray (textures[texind], samp), t_st); e = texture (sampler2DArray (textures[texind], samp), t_st); frag_color = c;//fogBlend (c); frag_emission = e; frag_normal = vec4 (normal, 0); frag_position = position; }