mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 05:11:16 +00:00
a28488d2e1
This cuts down on the memory requirements for skins by 25%, and simplifies the shader a bit more, too. While at it, I made alias skins nominally compatible with bsp textures: layer 0 is color, 1 is emissive, and 2 is the color map (emissive was on 3).
38 lines
1,013 B
GLSL
38 lines
1,013 B
GLSL
#version 450
|
|
|
|
layout (set = 1, binding = 0) uniform sampler2D Palette;
|
|
layout (set = 2, binding = 0) uniform sampler2DArray Skin;
|
|
|
|
layout (push_constant) uniform PushConstants {
|
|
layout (offset = 68)
|
|
uint colors;
|
|
vec4 base_color;
|
|
vec4 fog;
|
|
};
|
|
|
|
layout (location = 0) in vec2 st;
|
|
layout (location = 1) in vec4 position;
|
|
layout (location = 2) in vec3 normal;
|
|
|
|
layout (location = 0) out vec4 frag_color;
|
|
layout (location = 1) out vec4 frag_emission;
|
|
layout (location = 2) out vec4 frag_normal;
|
|
layout (location = 3) out vec4 frag_position;
|
|
|
|
void
|
|
main (void)
|
|
{
|
|
vec4 c;
|
|
vec4 e;
|
|
c = texture (Skin, vec3 (st, 0)) * base_color;
|
|
e = texture (Skin, vec3 (st, 1));
|
|
vec4 rows = unpackUnorm4x8(colors);
|
|
vec4 cmap = texture (Skin, vec3 (st, 2));
|
|
c += texture (Palette, vec2 (cmap.x, rows.x)) * cmap.y;
|
|
c += texture (Palette, vec2 (cmap.z, rows.y)) * cmap.w;
|
|
|
|
frag_color = c;
|
|
frag_emission = e;
|
|
frag_normal = vec4(normalize(normal), 1);
|
|
frag_position = position;
|
|
}
|