mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-25 13:11:00 +00:00
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!).
39 lines
1 KiB
GLSL
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);
|
|
}
|