Refactor literally everything

This commit is contained in:
2025-11-26 01:19:20 +01:00
parent d6a4b8c1fe
commit 9f2d1e4608
22 changed files with 2070 additions and 1034 deletions

View File

@@ -1,13 +1,15 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
in Varyings {
layout(location = 0) vec3 positionVS;
layout(location = 1) vec2 texCoord;
layout(location = 2) vec3 normalVS;
layout(location = 3) vec3 tangentVS;
layout(location = 4) vec3 bitangentVS;
layout(location = 0) flat uint instance;
layout(location = 1) vec3 positionVS;
layout(location = 2) vec2 texCoord;
layout(location = 3) vec3 normalVS;
layout(location = 4) vec3 tangentVS;
layout(location = 5) vec3 bitangentVS;
} var;
#include "main_common.glsl"
@@ -78,13 +80,14 @@ vec4 texture2DAA(texture2D tex, vec2 texCoord) {
return texture(sampler2D(tex, _Sampler), texCoord);
}
#define MATERIAL _Materials[_Object.material]
#define OBJECT _Object[var.instance]
#define MATERIAL _Materials[uint(OBJECT.material)]
void main() {
vec4 baseColorTexel = texture2DAA(_Textures[MATERIAL.baseColorTexture], var.texCoord);
vec4 occlusionRoughnessMetallicTexel = texture2DAA(_Textures[MATERIAL.occlusionRoughnessMetallicTexture], var.texCoord);
vec4 normalTexel = texture2DAA(_Textures[MATERIAL.normalTexture], var.texCoord);
vec4 emissiveTexel = texture2DAA(_Textures[MATERIAL.emissiveTexture], var.texCoord);
vec4 baseColorTexel = texture2DAA(_Textures[uint(MATERIAL.baseColorTexture)], var.texCoord);
vec4 occlusionRoughnessMetallicTexel = texture2DAA(_Textures[uint(MATERIAL.occlusionRoughnessMetallicTexture)], var.texCoord);
vec4 normalTexel = texture2DAA(_Textures[uint(MATERIAL.normalTexture)], var.texCoord);
vec4 emissiveTexel = texture2DAA(_Textures[uint(MATERIAL.emissiveTexture)], var.texCoord);
vec3 baseColor = MATERIAL.baseColor * baseColorTexel.rgb;
float occlusion = 1.0 + MATERIAL.occlusionTextureStrength * (occlusionRoughnessMetallicTexel.r - 1.0);