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https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-04 10:01:57 +00:00
a08261c620
This allows the use of an entity id to index into the entity data and fetch the transform and colormod data in the vertex shader, thus making instanced rendering possible. Non-world brush entities are still not rendered, but the world entity is using both the entity data buffer and entid buffer.
97 lines
2.2 KiB
GLSL
97 lines
2.2 KiB
GLSL
#version 450
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layout (constant_id = 0) const bool doSkyBox = false;
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layout (constant_id = 1) const bool doSkySheet = false;
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layout (set = 2, binding = 0) uniform sampler2DArray SkySheet;
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layout (set = 3, binding = 0) uniform samplerCube SkyBox;
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layout (push_constant) uniform PushConstants {
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vec4 fog;
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float time;
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float alpha;
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};
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layout (location = 0) in vec4 tl_st;
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layout (location = 1) in vec3 direction;
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layout (location = 0) out vec4 frag_color;
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const float SCALE = 189.0 / 64.0;
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vec4
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fogBlend (vec4 color)
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{
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float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
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vec3 fog_color = fog.rgb;
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float fog_factor = exp (-az * az);
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return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
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}
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vec4
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sky_sheet (vec3 dir, float time)
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{
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float len;
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vec2 flow = vec2 (1.0, 1.0);
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vec2 base;
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vec3 st1, st2;
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vec4 c1, c2, c;
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dir.z *= 3.0;
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len = dot (dir, dir);
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len = SCALE * inversesqrt (len);
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base = dir.yx * vec2(1.0, -1.0) * len;
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st1 = vec3 (base + flow * time / 8.0, 0);
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st2 = vec3 (base + flow * time / 16.0, 1);
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c1 = texture (SkySheet, st1);
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c2 = texture (SkySheet, st2);
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c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
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return c;
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}
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vec4
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sky_box (vec3 dir, float time)
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{
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// NOTE: quake's world is right-handed with Z up and X forward, but
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// Vulkan's cube maps are left-handed with Y up and Z forward. The
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// rotation to X foward is done by the Sky matrix so all that's left
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// to do here is swizzle the Y and Z coordinates
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dir = normalize(dir);
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//return vec4(dir.xyz, 1) * 0.5 + vec4(0.5);
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return texture (SkyBox, dir.xzy);
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}
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vec4
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sky_color (vec3 dir, float time)
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{
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if (!doSkySheet) {
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return sky_box (dir, time);
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} if (!doSkyBox) {
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return sky_sheet (dir, time);
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} else {
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// can see through the sheet (may look funny when looking down)
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// maybe have 4 sheet layers instead of 2?
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vec4 c1 = sky_sheet (dir, time);
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vec4 c2 = sky_box (dir, time);
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return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
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return vec4 (1, 0, 1, 1);
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}
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}
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void
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main (void)
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{
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vec4 c;
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if (doSkyBox || doSkySheet) {
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c = sky_color (direction, time);
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} else {
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c = vec4 (0, 0, 0, 1);
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}
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frag_color = c;//fogBlend (c);
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}
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