#[vertex] #version 450 VERSION_DEFINES layout(location = 0) out vec2 uv_interp; void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv_interp = base_arr[gl_VertexIndex]; gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); } #[fragment] #version 450 VERSION_DEFINES layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform sampler2D specular; #ifdef MODE_SSR layout(set = 1, binding = 0) uniform sampler2D ssr; #endif #ifdef MODE_MERGE layout(set = 2, binding = 0) uniform sampler2D diffuse; #endif layout(location = 0) out vec4 frag_color; void main() { frag_color.rgb = texture(specular, uv_interp).rgb; frag_color.a = 0.0; #ifdef MODE_SSR vec4 ssr_color = texture(ssr, uv_interp); frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); #endif #ifdef MODE_MERGE frag_color += texture(diffuse, uv_interp); #endif //added using additive blend }