mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-03 17:42:40 +00:00
7e946a4de9
They're unlit (fullbright, but that's nothing new for quake), but working nicely. As a bonus, sort out the sky pass (forced to due to the way command buffers are used).
52 lines
1.1 KiB
GLSL
52 lines
1.1 KiB
GLSL
#version 450
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layout (set = 0, binding = 1) uniform sampler2D Texture;
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layout (push_constant) uniform PushConstants {
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layout (offset = 64)
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vec4 fog;
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float time;
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};
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layout (location = 0) in vec4 tl_st;
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layout (location = 1) in vec3 direction;
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layout (location = 0) out vec4 frag_color;
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const float PI = 3.14159265;
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const float SPEED = 20.0;
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const float CYCLE = 128.0;
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const float FACTOR = PI * 2.0 / CYCLE;
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const vec2 BIAS = vec2 (1.0, 1.0);
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const float SCALE = 8.0;
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vec2
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warp_st (vec2 st, float time)
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{
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vec2 angle = st.ts * CYCLE / 2.0;
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vec2 phase = vec2 (time, time) * SPEED;
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return st + (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
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}
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vec4
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fogBlend (vec4 color)
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{
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float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
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vec3 fog_color = fog.rgb;
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float fog_factor = exp (-az * az);
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return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
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}
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void
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main (void)
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{
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vec4 c = vec4 (0);
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vec4 e;
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vec2 t_st = tl_st.xy;
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vec2 l_st = tl_st.zw;
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t_st = warp_st (t_st, time);
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c = texture (Texture, t_st);
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frag_color = c;//fogBlend (c);
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}
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