ioq3/code/renderervk/shaders/multi_texture.vert
Trung Lê 15ff484715
Add vulkan renderer
Copied from vkQuake3 which is in turn based on Quake III Kenny Edition
2025-03-14 00:31:15 +11:00

37 lines
996 B
GLSL

#version 450
// 128 bytes
layout(push_constant) uniform Transform {
mat4x4 clip_space_xform;
// a single-precision floating-point matrix with 3 columns and 4 rows
mat3x4 eye_space_xform;
vec4 clipping_plane; // in eye space
};
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec4 in_color;
layout(location = 2) in vec2 in_tex_coord0;
layout(location = 3) in vec2 in_tex_coord1;
layout(location = 0) out vec4 frag_color;
layout(location = 1) out vec2 frag_tex_coord0;
layout(location = 2) out vec2 frag_tex_coord1;
layout(location = 3) out float frag_clip_dist;
layout (constant_id = 2) const int clip_plane = 0;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
vec4 p = vec4(in_position, 1.0);
gl_Position = clip_space_xform * p;
if (clip_plane != 0)
frag_clip_dist = dot(clipping_plane, vec4( p * eye_space_xform, 1.0));
frag_color = in_color;
frag_tex_coord0 = in_tex_coord0;
frag_tex_coord1 = in_tex_coord1;
}