Get sampler index from UBO instead of passing from VS to FS

Fixes #826
This commit is contained in:
Sascha Willems 2022-08-03 20:11:40 +02:00
parent 79ec9b126b
commit 0f8a349f0c
7 changed files with 37 additions and 26 deletions

View file

@ -5,16 +5,25 @@ layout (set = 0, binding = 2) uniform sampler samplers[3];
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) flat in int inSamplerIndex;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inViewVec;
layout (location = 5) in vec3 inLightVec;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 viewPos;
float lodBias;
int samplerIndex;
} ubo;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
vec4 color = texture(sampler2D(textureColor, samplers[uniform.samplerIndex]), inUV, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);

View file

@ -16,21 +16,14 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) flat out int outSamplerIndex;
layout (location = 3) out vec3 outNormal;
layout (location = 4) out vec3 outViewVec;
layout (location = 5) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outUV = inUV * vec2(2.0, 1.0);
outLodBias = ubo.lodBias;
outSamplerIndex = ubo.samplerIndex;
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));