quakeforge/libs/video/renderer/vulkan/shader/alias_gbuf.frag
Bill Currie 64740b0f73 [vulkan] Create shaders for alias deferred rendering
A simple (no uv output) vertex shader that still blends the two frames,
and the relevant g-buffer fragment shader.
2021-02-17 13:35:19 +09:00

32 lines
772 B
GLSL

#version 450
layout (set = 0, binding = 2) uniform sampler2DArray Skin;
layout (push_constant) uniform PushConstants {
layout (offset = 68)
uint base_color;
uint colorA;
uint colorB;
vec4 fog;
vec4 color;
};
layout (location = 0) in vec2 st;
layout (location = 1) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 0) out vec4 frag_color;
layout (location = 1) out vec4 frag_normal;
void
main (void)
{
vec4 c;
int i;
vec3 light = vec3 (0);
c = texture (Skin, vec3 (st, 0)) * unpackUnorm4x8(base_color);
c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA);
c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB);
frag_color = c;
frag_normal = vec4(normal, 0);
}