mirror of
https://git.code.sf.net/p/quake/quakeforge
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76 lines
1.9 KiB
GLSL
76 lines
1.9 KiB
GLSL
#version 450
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layout (set = 0, binding = 2) uniform sampler2DArray Skin;
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/*
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layout (set = 2, binding = 0) uniform sampler2D Texture;
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layout (set = 2, binding = 1) uniform sampler2D GlowMap;
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layout (set = 2, binding = 2) uniform sampler2D ColorA;
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layout (set = 2, binding = 3) uniform sampler2D ColorB;
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*/
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struct LightData {
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vec3 color;
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float dist;
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vec3 position;
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int type;
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vec3 direction;
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float cone;
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};
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layout (constant_id = 0) const int MaxLights = 8;
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//layout (set = 1, binding = 0) uniform Lights {
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layout (set = 0, binding = 1) uniform Lights {
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int light_count;
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LightData lights[MaxLights];
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};
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layout (push_constant) uniform PushConstants {
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layout (offset = 68)
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uint base_color;
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uint colorA;
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uint colorB;
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vec4 fog;
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vec4 color;
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};
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layout (location = 0) in vec2 st;
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layout (location = 1) in vec3 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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vec3
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calc_light (LightData light)
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{
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if (light.type == 0) {
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vec3 dist = light.position - position;
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float dd = dot (dist, dist);
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float mag = max (0.0, dot (dist, normal));
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return light.color * mag * light.dist / dd;
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} else if (light.type == 1) {
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} else if (light.type == 2) {
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float mag = max (0.0, -dot (light.direction, normal));
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// position is ambient light
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return light.color * dot (light.direction, normal) + light.position;
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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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int i;
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vec3 light = vec3 (0);
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c = texture (Skin, vec3 (st, 0)) * unpackUnorm4x8(base_color);
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c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA);
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c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB);
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if (MaxLights > 0) {
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for (i = 0; i < light_count; i++) {
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light += calc_light (lights[i]);
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}
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}
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c *= vec4 (light, 1);
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c += texture (Skin, vec3 (st, 3));
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//frag_color = vec4((normal + 1)/2, 1);
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frag_color = c;//fogBlend (c);
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}
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