Backlog/engine/_archive/graphics/shaders/globalSet.glsl

19 lines
454 B
GLSL

layout (set = 0, binding = 0) uniform CameraBuffer{
mat4 view;
mat4 proj;
mat4 viewproj;
mat4 viewprojAlt;
vec4 position;
} cameraData;
layout(set = 0, binding = 1) uniform SceneData{
vec4 fogColor; // w is for exponent
vec4 fogDistances; //x for min, y for max, zw unused.
vec4 ambientColor;
vec4 sunlightDirection; //w for sun power
vec4 sunlightColor;
} sceneData;
layout(set = 0, binding = 2) uniform sampler2D[] gTex;