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layout(std140) uniform material_block
{
vec4 mat_data[4096];
};
/* If set to -1, the resource handle is used instead. */
uniform int materialIndex;
void workbench_material_data_get(
int handle, out vec3 color, out float alpha, out float roughness, out float metallic)
{
handle = (materialIndex != -1) ? materialIndex : handle;
vec4 data = mat_data[uint(handle) & 0xFFFu];
color = data.rgb;
uint encoded_data = floatBitsToUint(data.w);
alpha = float((encoded_data >> 16u) & 0xFFu) * (1.0 / 255.0);
roughness = float((encoded_data >> 8u) & 0xFFu) * (1.0 / 255.0);
metallic = float(encoded_data & 0xFFu) * (1.0 / 255.0);
}
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