mirror of
https://git.code.sf.net/p/quake/quakeforge
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918c3af095
While I could reconstruct the position from the screen coords and depth, this is easier and good enough for now. Reconstruction is an optimization thing.
38 lines
778 B
GLSL
38 lines
778 B
GLSL
#version 450
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 Projection;
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mat4 View;
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mat4 Sky;
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};
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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float blend;
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};
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layout (location = 0) in vec4 vertexa;
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layout (location = 1) in vec3 normala;
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layout (location = 2) in vec4 vertexb;
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layout (location = 3) in vec3 normalb;
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layout (location = 4) in vec2 uv;
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layout (location = 0) out vec2 st;
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layout (location = 1) out vec4 position;
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layout (location = 2) out vec3 normal;
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void
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main (void)
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{
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vec4 vertex;
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vec3 norm;
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vec4 pos;
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vertex = mix (vertexa, vertexb, blend);
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norm = mix (normala, normalb, blend);
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pos = (Model * vertex);
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gl_Position = Projection * (View * pos);
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position = pos;
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normal = mat3 (Model) * norm;
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st = uv;
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}
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