#version 450 #extension GL_GOOGLE_include_directive : enable #include "fog.finc" layout (set = 3, binding = 0) uniform sampler2DArray Texture; layout (set = 4, binding = 0) uniform sampler2D Lightmap; layout (push_constant) uniform PushConstants { vec4 fog; float time; float alpha; }; 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 = 4) in vec4 color; layout (location = 0) out vec4 frag_color; void main (void) { vec3 t_st = vec3 (tl_st.xy, 0); vec3 e_st = vec3 (tl_st.xy, 1); vec2 l_st = vec2 (tl_st.zw); vec4 c = texture (Texture, t_st) * color; vec4 e = texture (Texture, e_st); vec4 l = texture (Lightmap, l_st); frag_color = FogBlend (c * l + e, fog); }