quakeforge/libs/video/renderer/vulkan/shader/alias_gbuf.frag
Bill Currie 4abcaff980 [vulkan] Normalize the normal vectors on alias models
I was wondering why scaled-down quake-guy was dimmer than full-size
quake-guy. And the per-fragment normalization gives the illusion of
smoothness if you don't look at his legs (and even then...).
2022-05-05 23:49:31 +09:00

38 lines
938 B
GLSL

#version 450
layout (set = 1, binding = 0) uniform sampler2DArray Skin;
layout (push_constant) uniform PushConstants {
layout (offset = 68)
uint colorA;
uint colorB;
vec4 base_color;
vec4 fog;
};
layout (location = 0) in vec2 st;
layout (location = 1) in vec4 position;
layout (location = 2) in vec3 normal;
layout (location = 0) out vec4 frag_color;
layout (location = 1) out vec4 frag_emission;
layout (location = 2) out vec4 frag_normal;
layout (location = 3) out vec4 frag_position;
void
main (void)
{
vec4 c;
vec4 e;
int i;
vec3 light = vec3 (0);
c = texture (Skin, vec3 (st, 0)) * base_color;
c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA);
c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB);
e = texture (Skin, vec3 (st, 3));
frag_color = c;
frag_emission = e;
frag_normal = vec4(normalize(normal), 1);
frag_position = position;
}