#version 450 layout (set = 2, binding = 0) uniform sampler2DArray Texture; layout (push_constant) uniform PushConstants { vec4 fog; float time; float alpha; float turb_scale; }; layout (location = 0) in vec4 tl_st; layout (location = 1) in vec3 direction; layout (location = 2) in vec4 color; layout (location = 0) out vec4 frag_color; const float PI = 3.14159265; const float SPEED = 20.0; const float CYCLE = 128.0; const float FACTOR = PI * 2.0 / CYCLE; const vec2 BIAS = vec2 (1.0, 1.0); const float SCALE = 8.0; vec2 warp_st (vec2 st, float time) { vec2 angle = st.ts * CYCLE / 2.0; vec2 phase = vec2 (time, time) * SPEED; return st + turb_scale * (sin ((angle + phase) * FACTOR) + BIAS) / SCALE; } vec4 fogBlend (vec4 color) { float az = fog.a * gl_FragCoord.z / gl_FragCoord.w; vec3 fog_color = fog.rgb; float fog_factor = exp (-az * az); return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a); } void main (void) { vec4 c = vec4 (0); vec4 e; vec3 t_st = vec3 (warp_st (tl_st.xy, time), 0); vec3 e_st = vec3 (warp_st (tl_st.xy, time), 1); c = texture (Texture, t_st); e = texture (Texture, e_st); float a = c.a * e.a * alpha; c += e; c.a = a; frag_color = c * color;//fogBlend (c); }