#version 450 // Inputs from vertex shader layout(location = 0) in vec2 vTexCoord; layout(location = 1) in flat vec4 vInstanceShading; layout(location = 2) in flat float vInstanceOpacity; layout(location = 3) in flat float vIsReflection; layout(location = 4) in flat float vInstanceRotation; layout(location = 5) in vec2 vLocalPos; // Output layout(location = 0) out vec4 fragColor; // Uniform buffer layout(std140, binding = 0) uniform UniformBuffer { mat4 viewProjectionMatrix; vec3 backgroundColor; float _pad0; vec3 shadingColor; float _pad1; float reflectionUp; float reflectionDown; int isReflection; float _pad2; }; // Texture and sampler layout(binding = 1) uniform sampler2D coverTexture; void main() { vec4 texColor = texture(coverTexture, vTexCoord); // Compute per-pixel shading using per-instance corner shading values float leftUp = vInstanceShading.x; float leftDown = vInstanceShading.y; float rightUp = vInstanceShading.z; float rightDown = vInstanceShading.w; // Use interpolated local vertex position to match original vertex-based shading. // position.y in vertex ranges [-0.5..0.5], so map to [0..1] with +0.5 float y = clamp(vLocalPos.y + 0.5, 0.0, 1.0); float x = clamp(vLocalPos.x + 0.5, 0.0, 1.0); float leftShading = mix(leftDown, leftUp, y); float rightShading = mix(rightDown, rightUp, y); float shading = mix(leftShading, rightShading, x); // Combine with per-instance opacity (opacity only darkens RGB, alpha preserved) float shadingAmount = shading * vInstanceOpacity; // For reflections, apply a gradient fade using reflection uniforms (darker further away) if (vIsReflection > 0.5) { // Legacy reflection fade: ramp from 0.0 to 0.33 using texture V coordinate float gradientFade = mix(0.0, 0.33, vTexCoord.y); shadingAmount *= gradientFade; } // Final color: shaded RGB, keep source alpha fragColor = vec4(texColor.rgb * shadingAmount, texColor.a); }