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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerPosition;
- layout (binding = 2) uniform sampler2D samplerNormal;
- layout (binding = 3) uniform sampler2D samplerAlbedo;
-
- layout (location = 0) in vec3 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec3 components[3];
- components[0] = texture(samplerPosition, inUV.st).rgb;
- components[1] = texture(samplerNormal, inUV.st).rgb;
- components[2] = texture(samplerAlbedo, inUV.st).rgb;
- // Uncomment to display specular component
- //components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
-
- // Select component depending on z coordinate of quad
- highp int index = int(inUV.z);
- outFragColor.rgb = components[index];
- }
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