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https://git.code.sf.net/p/quake/quakeforge
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b81a77c3f7
This required making the texture set accessible to the vertex shader (instead of using a dedicated palette set), which I don't particularly like, but I don't feel like dealing with the texture code's hard-coded use of the texture set. QF style particles need something mostly for the smoke puffs as they expect a texture.
33 lines
846 B
GLSL
33 lines
846 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (set = 1, binding = 0) uniform sampler2D Palette;
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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};
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 velocity;
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layout (location = 2) in vec4 color;
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layout (location = 3) in vec4 ramp;
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layout (location = 0) out vec4 o_velocity;
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layout (location = 1) out vec4 o_color;
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layout (location = 2) out vec4 o_ramp;
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void
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main (void)
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{
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// geometry shader will take care of Projection
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gl_Position = View * (Model * position);
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o_velocity = View * (Model * velocity);
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uint c = floatBitsToInt (color.x);
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uint x = c & 0x0f;
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uint y = (c >> 4) & 0x0f;
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o_color = texture (Palette, vec2 (x, y) / 15.0);
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o_ramp = ramp;
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}
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