quakeforge/libs/video/renderer/vulkan/shader/qskin_fwd.frag
Bill Currie 8bf688748c [vulkan] Implement very basic lighting for forward
Both alias and iqm (yay unified fragment shader). It's meh, but that's
1996 tech for you (hey, it was full-on 3d and we liked it!).
2024-01-20 14:42:21 +09:00

39 lines
1 KiB
GLSL

#version 450
layout (set = 1, binding = 0) uniform sampler2D Palette;
layout (set = 2, binding = 0) uniform sampler2DArray Skin;
layout (push_constant) uniform PushConstants {
layout (offset = 68)
uint colors;
float ambient;
float shadelight;
vec4 lightvec;
vec4 base_color;
vec4 fog;
};
layout (location = 0) in vec2 st;
layout (location = 1) in vec4 position;
layout (location = 2) in vec3 normal;
layout (location = 0) out vec4 frag_color;
void
main (void)
{
vec4 c = texture (Skin, vec3 (st, 0)) * base_color;
vec4 e = texture (Skin, vec3 (st, 1));
vec4 rows = unpackUnorm4x8(colors);
vec4 cmap = texture (Skin, vec3 (st, 2));
c += texture (Palette, vec2 (cmap.x, rows.x)) * cmap.y;
c += texture (Palette, vec2 (cmap.z, rows.y)) * cmap.w;
float light = ambient;
float d = dot (normal, lightvec.xyz);
d = min (d, 0.0);
light -= d * shadelight;
light = max (light, 0.0) / 255;
frag_color = light * c + e;//fogBlend (c);
}