quakeforge/libs/video/renderer/vulkan/shader/bsp_gbuf.geom
Bill Currie 3603f90718 [vulkan] Implement BSP surface transparency
Surfaces marked with SURF_DRAWALPHA but not SURF_DRAWTURB are put in a
separate queue for the water shader and run with a turb scale of 0.
Also, entities with colormod alpha < 1 are marked to go in the same
queue as SURF_DRAWALPHA surfaces (ie, no SURF_DRAWTURB unless the
model's texture indicated such).
2022-09-22 09:31:04 +09:00

42 lines
1,004 B
GLSL

#version 450
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection3d;
mat4 View;
mat4 Sky;
mat4 Projection2d;
};
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (location = 0) in vec4 v_tl_st[];
layout (location = 1) in vec3 v_direction[];
layout (location = 2) in vec4 v_color[];
layout (location = 0) out vec4 tl_st;
layout (location = 1) out vec3 direction;
layout (location = 2) out vec3 normal;
layout (location = 3) out vec4 position;
layout (location = 4) out vec4 color;
void
main()
{
vec3 a = gl_in[0].gl_Position.xyz;
vec3 b = gl_in[1].gl_Position.xyz;
vec3 c = gl_in[2].gl_Position.xyz;
vec3 n = normalize (cross (c - a, b - a));
for (int vert = 0; vert < 3; vert++) {
vec4 p = gl_in[vert].gl_Position;
gl_Position = Projection3d * (View * (p));
tl_st = v_tl_st[vert];
direction = v_direction[vert];
color = v_color[vert];
normal = n;
position = p;
EmitVertex ();
}
EndPrimitive ();
}