quakeforge/libs/video/renderer/vulkan/shader/bsp_gbuf.frag
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

47 lines
1.1 KiB
GLSL

#version 450
layout (set = 2, binding = 0) uniform sampler2DArray Texture;
layout (push_constant) uniform PushConstants {
vec4 fog;
float time;
float alpha;
};
layout (location = 0) in vec4 tl_st;
layout (location = 1) in vec3 direction;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec4 position;
layout (location = 4) in vec4 color;
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;
vec4
fogBlend (vec4 color)
{
float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
vec3 fog_color = fog.rgb;
float fog_factor = exp (-az * az);
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}
void
main (void)
{
vec4 c = vec4 (0);
vec4 e;
vec3 t_st = vec3 (tl_st.xy, 0);
vec3 e_st = vec3 (tl_st.xy, 1);
vec2 l_st = vec2 (tl_st.zw);
c = texture (Texture, t_st) * color;
e = texture (Texture, e_st);
frag_color = c;//fogBlend (c);
frag_emission = e;
frag_normal = vec4 (normal, 0);
frag_position = position;
}