quakeforge/libs/video/renderer/vulkan/shader/bsp_turb.frag
Bill Currie 00cade072c [vulkan] Implement order implement transparency
It's a bit flaky for particles, especially at higher frame rates, but
that's due to supporting only 64 overlapping pixels. A reasonable
solution is probably switching to a priority heap for the "sort" and
upping the limit.
2022-12-01 03:00:47 +09:00

57 lines
1.4 KiB
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#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;
//layout (location = 0) out vec4 frag_color;
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;
}
vec4
fogBlend (vec4 color)
{
float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
vec3 fog_color = fog.rgb;
float fog_factor = exp (-az * az);
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}
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;
//frag_color = c * color;//fogBlend (c);
StoreFrag (c * color, gl_FragCoord.z);
}