NazaraEngine/assets/shaders/deferred_frag.nzsl

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[nzsl_version("1.0")]
module;
import InstanceData from Engine.InstanceData;
import ViewerData from Engine.ViewerData;
option HasBaseColorTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
BaseColor: vec4[f32]
}
external
{
[binding(0)] settings: uniform[BasicSettings],
[binding(1)] MaterialBaseColorMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
}
struct InputData
{
[location(0)] normal: vec3[f32],
[location(1)] uv: vec2[f32],
[location(2)] pos: vec3[f32]
}
struct OutputData
{
[location(0)] baseColorMap: vec4[f32],
[location(1)] normalMap: vec4[f32],
[location(2)] positionMap: vec4[f32]
}
[entry(frag)]
fn main(input: InputData) -> OutputData
{
let color = settings.BaseColor;
const if (HasBaseColorTexture)
color *= MaterialBaseColorMap.Sample(input.uv);
const if (HasAlphaTexture)
color.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (color.w < settings.AlphaThreshold)
discard;
}
let output: OutputData;
output.baseColorMap = color;
output.normalMap = vec4[f32]((vec3[f32](1.0, 1.0, 1.0) + input.normal) * 0.5, 1.0);
output.positionMap = vec4[f32](input.pos, 1.0);
return output;
}