quakeforge/libs/video/renderer/vulkan/shader/quakebsp.vert
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

33 lines
721 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#include "entity.h"
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection3d;
mat4 View;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) buffer Entities {
Entity entities[];
};
layout (location = 0) in vec4 vertex;
layout (location = 1) in vec4 tl_uv;
layout (location = 2) in uint entid;
layout (location = 0) out vec4 tl_st;
layout (location = 1) out vec3 direction;
layout (location = 2) out vec4 color;
void
main (void)
{
vec3 vert = vertex * entities[entid].transform;
gl_Position = Projection3d * (View * vec4 (vert, 1));
direction = (Sky * vertex).xyz;
tl_st = tl_uv;
color = entities[entid].color;
}