#version 460 core #define STAGE_FRAGMENT 1 #include "common.glsl" // the rails and the ballast of a track of a normal mapped material faded into those of the tracks joined at its ends, see trackblend.glsl #define TRACKBLEND_NORMALMAP 1 #pragma texture(diffuse, 0, sRGB_A) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D diffuse; #pragma texture(diffuse1, 1, sRGB_A) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 1) uniform sampler2D diffuse1; #pragma texture(diffuse2, 2, sRGB_A) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 2) uniform sampler2D diffuse2; #pragma texture(diffuse3, 3, sRGB_A) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 3) uniform sampler2D diffuse3; #pragma texture(normalmap, 4, RGBA) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 4) uniform sampler2D normalmap; #pragma texture(normalmap1, 5, RGBA) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 5) uniform sampler2D normalmap1; #pragma texture(normalmap2, 6, RGBA) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 6) uniform sampler2D normalmap2; #pragma texture(normalmap3, 7, RGBA) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 7) uniform sampler2D normalmap3; #include "trackblend.glsl"