quakeforge/libs/video/renderer/vulkan/shader/sprite_gbuf.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

38 lines
886 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;
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 pix;
pix = texture (sampler2DArray(sprites[spriteind], samp), vec3 (st, frame));
if (pix.a < 0.5) {
discard;
}
frag_color = vec4(0,0,0,1);
frag_emission = pix;
frag_normal = vec4(normal, 1);
frag_position = position;
}