mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-01 00:21:50 +00:00
2740f6093b
Still need to work on the code, though.
49 lines
1.3 KiB
GLSL
49 lines
1.3 KiB
GLSL
#version 450
|
|
|
|
layout (constant_id = 0) const int MaxTextures = 256;
|
|
|
|
layout (set = 1, binding = 0) uniform sampler samp;
|
|
layout (set = 1, binding = 1) uniform texture2DArray textures[MaxTextures];
|
|
|
|
layout (push_constant) uniform PushConstants {
|
|
layout (offset = 64)
|
|
vec4 fog;
|
|
float time;
|
|
int texind;
|
|
};
|
|
|
|
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 = 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 l_st = vec3 (tl_st.zw, 1);
|
|
|
|
c = texture (sampler2DArray (textures[texind], samp), t_st);
|
|
e = texture (sampler2DArray (textures[texind], samp), t_st);
|
|
frag_color = c;//fogBlend (c);
|
|
frag_emission = e;
|
|
frag_normal = vec4 (normal, 0);
|
|
frag_position = position;
|
|
}
|