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https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-25 21:51:20 +00:00
65 lines
1.4 KiB
GLSL
65 lines
1.4 KiB
GLSL
#version 450
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// 64 bytes
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layout(push_constant) uniform Transform {
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mat4 mvp;
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};
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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(location = 0) in vec3 in_position;
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//layout(location = 1) in vec4 in_color;
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//layout(location = 2) in vec2 in_tex_coord0;
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//layout(location = 3) in vec2 in_tex_coord1;
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//layout(location = 4) in vec2 in_tex_coord2;
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//layout(location = 0) out vec4 frag_color;
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//layout(location = 1) out vec2 frag_tex_coord0;
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//layout(location = 2) out vec2 frag_tex_coord1;
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//layout(location = 3) out vec2 frag_tex_coord1;
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layout(location = 4) out vec2 fog_tex_coord;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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gl_Position = mvp * vec4(in_position, 1.0);
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//frag_color = in_color;
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//frag_tex_coord0 = in_tex_coord0;
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// fog calculations...
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float s = dot(in_position, fogDistanceVector.xyz) + fogDistanceVector.w;
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float t = dot(in_position, fogDepthVector.xyz) + fogDepthVector.w;
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if ( fogEyeT.y == 1.0 ) {
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if ( t < 0.0 ) {
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t = 1.0 / 32.0;
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} else {
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t = 31.0 / 32.0;
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}
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} else {
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if ( t < 1.0 ) {
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t = 1.0 / 32.0;
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} else {
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t = 1.0 / 32.0 + (30.0 / 32.0 * t) / ( t - fogEyeT.x );
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}
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}
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fog_tex_coord = vec2(s, t);
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}
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