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https://git.code.sf.net/p/quake/quakeforge
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Other than decoupled lightmap support, I think that has the vulkan forward renderer feature complete (though a little buggy with its lightmap updates and fisheye gets validation errors).
32 lines
556 B
GLSL
32 lines
556 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_multiview : enable
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#include "fog.finc"
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#include "oit_store.finc"
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layout (push_constant) uniform PushConstants {
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layout (offset = 64)
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vec4 fog;
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};
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layout (location = 0) in vec4 uv_tr;
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layout (location = 1) in vec4 color;
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layout(early_fragment_tests) in;
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void
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main (void)
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{
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vec4 c = color;
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vec2 x = uv_tr.xy;
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float a = 1 - dot (x, x);
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if (a <= 0) {
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discard;
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}
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//c = c * a;
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c = FogBlend (c * a, fog);
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StoreFrag (c, gl_FragCoord.z);
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}
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