quakeforge/libs/video/renderer/vulkan/shader/sprite_depth.frag
Bill Currie 36e0d857a2 [vulkan] Create the non-C side of the sprite pipeline
This adds the shaders and the pipeline specs. I'm not sure that the
deferred rendering side of the render pass is appropriate, but I thought
I'd give it a go, since quake sprites are really cutoff rather than
translucent.
2021-12-24 06:45:13 +09:00

27 lines
518 B
GLSL

#version 450
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 2, binding = 0) uniform sampler samp;
layout (set = 2, binding = 1) uniform texture2DArray sprites[MaxTextures];
layout (push_constant) uniform PushConstants {
layout (offset = 64)
int frame;
int spriteind;
// two slots
vec4 fog;
};
layout (location = 0) in vec2 st;
void
main (void)
{
vec4 pix;
pix = texture (sampler2DArray(sprites[spriteind], samp), vec3 (st, frame));
if (pix.a < 0.5) {
discard;
}
}