quakeforge/libs/video/renderer/vulkan/shader/bsp_gbuf.frag
Bill Currie 2740f6093b [vulkan] Update shaders and layouts for new scheme
Still need to work on the code, though.
2021-12-24 06:45:13 +09:00

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;
}