// Forward rendering fragment shader. // // Copyright 2020 Sergiusz 'q3k' Bazanski // // This file is part of Abrasion. // // Abrasion is free software: you can redistribute it and/or modify it under // the terms of the GNU General Public License as published by the Free // Software Foundation, version 3. // // Abrasion is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS // FOR A PARTICULAR PURPOSE. See the GNU General Public License for more // details. // // You should have received a copy of the GNU General Public License along with // Abrasion. If not, see . // // vim: set ft=glsl: #ifndef _FORWARD_DEFS_FRAG_ #define _FORWARD_DEFS_FRAG_ const float PI = 3.14159; struct OmniLight { vec4 pos; vec4 color; }; layout(binding = 0) uniform FragmentUniformBufferObject { vec4 cameraPos; OmniLight omniLights[4]; } ubo; layout(binding = 1) uniform sampler2D texSamplerDiffuse; layout(binding = 2) uniform sampler2D texSamplerRoughness; layout(location = 0) in vec2 fragTexCoord; layout(location = 1) in vec3 fragWorldPos; layout(location = 2) in vec3 fragNormal; layout(location = 0) out vec4 outColor; #endif