quakeforge/libs/video/renderer/vulkan/shader/alias_gbuf.frag
Bill Currie 2740f6093b [vulkan] Update shaders and layouts for new scheme
Still need to work on the code, though.
2021-12-24 06:45:13 +09:00

43 lines
1.2 KiB
GLSL

#version 450
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 1, binding = 0) uniform sampler samp;
layout (set = 1, binding = 1) uniform texture2DArray skins[MaxTextures];
layout (push_constant) uniform PushConstants {
layout (offset = 68)
uint base_color;
uint colorA;
uint colorB;
vec4 fog;
vec4 color;
int texind;
};
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;
int i;
vec3 light = vec3 (0);
c = texture (sampler2DArray(skins[texind], samp), vec3 (st, 0)) * unpackUnorm4x8(base_color);
c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 1)) * unpackUnorm4x8(colorA);
c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 2)) * unpackUnorm4x8(colorB);
e = texture (sampler2DArray(skins[texind], samp), vec3 (st, 3));
frag_color = c;
frag_emission = e;
frag_normal = vec4(normal, 1);
frag_position = position;
}