#version 450 layout (set = 1, binding = 0) uniform sampler2D Skin; layout (push_constant) uniform PushConstants { layout (offset = 68) uint colorA; uint colorB; vec4 base_color; vec4 fog; }; layout (location = 0) in vec2 texcoord; layout (location = 1) in vec4 position; layout (location = 2) in vec3 fnormal; layout (location = 3) in vec3 ftangent; layout (location = 4) in vec3 fbitangent; layout (location = 5) in vec4 color; 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; //vec3 n; int i; vec3 normal = normalize (fnormal); vec3 tangent = normalize (ftangent); vec3 bitangent = normalize (fbitangent); //mat3 tbn = mat3 (tangent, bitangent, normal); c = texture (Skin, texcoord);// * color; //c = texture (Skin, vec3 (texcoord, 0)) * color; //c += texture (Skin, vec3 (texcoord, 1)) * unpackUnorm4x8(colorA); //c += texture (Skin, vec3 (texcoord, 2)) * unpackUnorm4x8(colorB); //e = texture (Skin, vec3 (texcoord, 3)); //n = texture (Skin, vec3 (texcoord, 4)).xyz * 2 - 1; frag_color = c; frag_emission = vec4(0,0,0,1);//e; frag_normal = vec4(normal,1);//vec4(tbn * n, 1); frag_position = position; }