#version 460 core #define STAGE_FRAGMENT 1 // the probe of the occupied cab (gfx::cab_probe), the materials without the alpha test (cabprobe.glsl) layout(location = 0) in vec3 f_normal; layout(location = 2) in vec2 f_coord; layout(location = 3) in vec4 f_pos; #include "common.glsl" #pragma texture(diffuse, 0, sRGB_A) layout(binding = 0) uniform sampler2D diffuse; // the cube shadow map of the cab lamp, see gl::LOCAL_SHADOW_TEX layout(binding = LOCAL_SHADOW_TEX) uniform samplerCubeArrayShadow probe_shadowmap; // the probe drawn last, where the windows of the cab are, see gl::CAB_PROBE_MASK_TEX layout(binding = CAB_PROBE_MASK_TEX) uniform samplerCube cab_probe_mask; #include "weather_common.glsl" #include "cabprobe.glsl" void main() { probe_shade(texture(diffuse, f_coord)); }