#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; float ambient; float shadelight; vec4 lightvec; 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; void main (void) { vec4 c = texture (Skin, vec3 (st, 0)) * base_color; vec4 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; float light = ambient; float d = dot (normal, lightvec.xyz); d = min (d, 0.0); light -= d * shadelight; light = max (light, 0.0) / 255; frag_color = light * c + e;//fogBlend (c); }