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https://git.code.sf.net/p/quake/quakeforge
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3603f90718
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).
57 lines
1.3 KiB
GLSL
57 lines
1.3 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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float turb_scale;
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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 = 2) in vec4 color;
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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 + turb_scale * (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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float a = c.a * e.a * alpha;
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c += e;
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c.a = a;
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frag_color = c * color;//fogBlend (c);
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}
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