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In a quake context, I suspect iqm models should use the same skin concepts as alias models. I'll probably be proven wrong, but it should make things nicer for now, especially with forward lighting. However, Mr Fixit is too bright because the skin isn't set up correctly. Deferred is getting more and more smashed, but I'll fix that up when I've got forward "done".
30 lines
798 B
GLSL
30 lines
798 B
GLSL
#version 450
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layout (set = 1, binding = 0) uniform sampler2D Palette;
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layout (set = 2, binding = 0) uniform sampler2DArray Skin;
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layout (push_constant) uniform PushConstants {
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layout (offset = 68)
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uint colors;
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vec4 base_color;
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vec4 fog;
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};
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layout (location = 0) in vec2 st;
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layout (location = 1) in vec4 position;
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layout (location = 2) in vec3 normal;
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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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vec4 c = texture (Skin, vec3 (st, 0)) * base_color;
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vec4 e = texture (Skin, vec3 (st, 1));
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vec4 rows = unpackUnorm4x8(colors);
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vec4 cmap = texture (Skin, vec3 (st, 2));
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c += texture (Palette, vec2 (cmap.x, rows.x)) * cmap.y;
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c += texture (Palette, vec2 (cmap.z, rows.y)) * cmap.w;
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frag_color = c + e;//fogBlend (c);
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}
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