mirror of
https://git.code.sf.net/p/quake/quakeforge
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10a1b99a92
Lighting doesn't actually do lights yet, but it's producing pixels. Translucent seems to be working (2d draw uses it), and compose seems to be working.
33 lines
788 B
GLSL
33 lines
788 B
GLSL
#version 450
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput depth;
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layout (input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput color;
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layout (input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput normal;
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struct LightData {
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vec3 color;
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float dist;
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vec3 position;
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int type;
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vec3 direction;
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float cone;
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};
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layout (constant_id = 0) const int MaxLights = 8;
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/*layout (set = 1, binding = 0) uniform Lights {
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int lightCount;
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LightData lights[MaxLights];
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};*/
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layout (location = 0) out vec4 frag_color;
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void
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main (void)
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{
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float d = subpassLoad (depth).r;
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vec4 c;
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//c = vec4 (d, d, d, 1);
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c = vec4 (subpassLoad (color).rgb, 1);
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frag_color = c;
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}
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