mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
a08261c620
This allows the use of an entity id to index into the entity data and fetch the transform and colormod data in the vertex shader, thus making instanced rendering possible. Non-world brush entities are still not rendered, but the world entity is using both the entity data buffer and entid buffer.
54 lines
1.2 KiB
GLSL
54 lines
1.2 KiB
GLSL
#version 450
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layout (set = 2, binding = 0) uniform sampler2DArray Texture;
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layout (push_constant) uniform PushConstants {
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vec4 fog;
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float time;
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float alpha;
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};
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layout (location = 0) in vec4 tl_st;
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layout (location = 1) in vec3 direction;
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layout (location = 0) out vec4 frag_color;
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const float PI = 3.14159265;
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const float SPEED = 20.0;
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const float CYCLE = 128.0;
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const float FACTOR = PI * 2.0 / CYCLE;
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const vec2 BIAS = vec2 (1.0, 1.0);
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const float SCALE = 8.0;
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vec2
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warp_st (vec2 st, float time)
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{
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vec2 angle = st.ts * CYCLE / 2.0;
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vec2 phase = vec2 (time, time) * SPEED;
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return st + (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
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}
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vec4
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fogBlend (vec4 color)
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{
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float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
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vec3 fog_color = fog.rgb;
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float fog_factor = exp (-az * az);
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return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
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}
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void
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main (void)
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{
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vec4 c = vec4 (0);
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vec4 e;
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vec3 t_st = vec3 (warp_st (tl_st.xy, time), 0);
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vec3 e_st = vec3 (warp_st (tl_st.xy, time), 1);
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c = texture (Texture, t_st);
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e = texture (Texture, e_st);
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c += e;
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c.a = alpha;
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frag_color = c;//fogBlend (c);
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}
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