mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
2740f6093b
Still need to work on the code, though.
43 lines
1.2 KiB
GLSL
43 lines
1.2 KiB
GLSL
#version 450
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layout (constant_id = 0) const int MaxTextures = 256;
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layout (set = 1, binding = 0) uniform sampler samp;
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layout (set = 1, binding = 1) uniform texture2DArray skins[MaxTextures];
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layout (push_constant) uniform PushConstants {
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layout (offset = 68)
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uint base_color;
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uint colorA;
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uint colorB;
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vec4 fog;
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vec4 color;
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int texind;
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};
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layout (location = 0) in vec2 st;
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layout (location = 1) in vec4 position;
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layout (location = 2) in vec3 normal;
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layout (location = 0) out vec4 frag_color;
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layout (location = 1) out vec4 frag_emission;
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layout (location = 2) out vec4 frag_normal;
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layout (location = 3) out vec4 frag_position;
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void
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main (void)
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{
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vec4 c;
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vec4 e;
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int i;
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vec3 light = vec3 (0);
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c = texture (sampler2DArray(skins[texind], samp), vec3 (st, 0)) * unpackUnorm4x8(base_color);
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c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 1)) * unpackUnorm4x8(colorA);
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c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 2)) * unpackUnorm4x8(colorB);
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e = texture (sampler2DArray(skins[texind], samp), vec3 (st, 3));
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frag_color = c;
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frag_emission = e;
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frag_normal = vec4(normal, 1);
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frag_position = position;
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}
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