#version 450 layout (set = 3, binding = 0) uniform sampler2DArray Texture; 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; 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 e_st = vec3 (tl_st.xy, 1); vec2 l_st = vec2 (tl_st.zw); c = texture (Texture, t_st) * color; e = texture (Texture, e_st); frag_color = c;//fogBlend (c); frag_emission = e; frag_normal = vec4 (normal, 0); frag_position = position; }