#version 450 layout (set = 1, binding = 0) uniform sampler2D samplerColorMap; layout (set = 1, binding = 1) uniform sampler2D samplerNormalMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inViewVec; layout (location = 3) in vec3 inLightVec; layout (location = 4) in vec4 inTangent; layout (location = 0) out vec4 outFragColor; layout(push_constant) uniform PushConsts { mat4 model; uint alphaMask; float alphaMaskCuttoff; } pushConsts; void main() { vec4 color = texture(samplerColorMap, inUV); if (pushConsts.alphaMask == 1) { if (color.a < pushConsts.alphaMaskCuttoff) { discard; } } vec3 N = normalize(inNormal); vec3 T = normalize(inTangent.xyz); vec3 B = cross(inNormal, inTangent.xyz) * inTangent.w; mat3 TBN = mat3(T, B, N); N = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0)); const float ambient = 0.1; vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), ambient).rrr; float specular = pow(max(dot(R, V), 0.0), 32.0); outFragColor = vec4(diffuse * color.rgb + specular, color.a); }