quakeforge/libs/video/renderer/vulkan/shader/bsp_turb.frag
Bill Currie 778ffadd54 [vulkan] Implement fog for the forward renderer
Other than decoupled lightmap support, I think that has the vulkan
forward renderer feature complete (though a little buggy with its
lightmap updates and fisheye gets validation errors).
2024-01-20 19:45:45 +09:00

50 lines
1.1 KiB
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_multiview : enable
#include "fog.finc"
#include "oit_store.finc"
layout (set = 3, binding = 0) uniform sampler2DArray Texture;
layout (push_constant) uniform PushConstants {
vec4 fog;
float time;
float alpha;
float turb_scale;
};
layout (location = 0) in vec4 tl_st;
layout (location = 1) in vec3 direction;
layout (location = 2) in vec4 color;
layout(early_fragment_tests) in;
const float PI = 3.14159265;
const float SPEED = 20.0;
const float CYCLE = 128.0;
const float FACTOR = PI * 2.0 / CYCLE;
const vec2 BIAS = vec2 (1.0, 1.0);
const float SCALE = 8.0;
vec2
warp_st (vec2 st, float time)
{
vec2 angle = st.ts * CYCLE / 2.0;
vec2 phase = vec2 (time, time) * SPEED;
return st + turb_scale * (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
}
void
main (void)
{
vec2 st = warp_st (tl_st.xy, time);
vec4 c = texture (Texture, vec3(st, 0));
vec4 e = texture (Texture, vec3(st, 1));
float a = c.a * e.a * alpha;
c += e;
c.a = a;
c = FogBlend (c * color, fog);
StoreFrag (c, gl_FragCoord.z);
}