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https://github.com/Q3Rally-Team/rallyunlimited-engine.git
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49 lines
1.2 KiB
GLSL
49 lines
1.2 KiB
GLSL
#version 450
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layout(set = 1, binding = 0) uniform UBO {
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// VERTEX
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vec4 eyePos;
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vec4 lightPos;
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// VERTEX-FOG
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vec4 fogDistanceVector;
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vec4 fogDepthVector;
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vec4 fogEyeT;
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// FRAGMENT
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vec4 lightColor;
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vec4 fogColor;
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// linear dynamic light
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vec4 lightVector;
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};
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layout(set = 3, binding = 0) uniform sampler2D fog_texture;
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//layout(location = 0) in vec4 frag_color;
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//layout(location = 1) in vec2 frag_tex_coord0;
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//layout(location = 2) in vec2 frag_tex_coord1;
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//layout(location = 3) in vec2 frag_tex_coord2;
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layout(location = 4) in vec2 fog_tex_coord;
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layout(location = 0) out vec4 out_color;
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//layout(constant_id = 0) const int alpha_test_func = 0;
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void main() {
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//vec4 base = frag_color * texture(texture0, frag_tex_coord0);
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//vec4 fog = texture(fog_texture, fog_tex_coord);
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//if (alpha_test_func == 1) {
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// if (base.a == 0.0f) discard;
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//} else if (alpha_test_func == 2) {
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// if (base.a >= 0.5f) discard;
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//} else if (alpha_test_func == 3) {
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// if (base.a < 0.5f) discard;
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//}
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//fog = fog * fogColor;
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//out_color = mix( base, fog, fog.a );
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vec4 fog = texture(fog_texture, fog_tex_coord);
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// fog.a = 1.0;
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out_color = fog * fogColor;
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}
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