quakeforge/libs/video/renderer/vulkan/shader/sprite_gbuf.frag
Bill Currie c366b1b7bb [vulkan] Implement the sprite render passes
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).

The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
2021-12-24 06:45:13 +09:00

37 lines
788 B
GLSL

#version 450
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 1, binding = 1) uniform sampler2DArray Texture;
layout (push_constant) uniform PushConstants {
layout (offset = 64)
int frame;
int spriteind;
// two slots
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;
layout (location = 1) out vec4 frag_emission;
layout (location = 2) out vec4 frag_normal;
layout (location = 3) out vec4 frag_position;
void
main (void)
{
vec4 pix;
pix = texture (Texture, vec3 (st, frame));
if (pix.a < 0.5) {
discard;
}
frag_color = vec4(0,0,0,1);
frag_emission = pix;
frag_normal = vec4(normal, 1);
frag_position = position;
}