quakeforge/libs/video/renderer/vulkan/shader/sprite_gbuf.frag
Bill Currie 70b60456a8 [vulkan] Implement direction shadow lighting
Finally, even suns cast shadows :)
2023-08-14 02:41:38 +09:00

37 lines
794 B
GLSL

#version 450
layout (set = 1, binding = 1) uniform sampler2DArray Texture;
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(early_fragment_tests) in;
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 (Texture, 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 = vec4 (position.xyz, gl_FragCoord.z);
}