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quakeforge/libs/video/renderer/vulkan/shader/alias_gbuf.frag
Bill Currie ff6d6f6dd6 [vulkan] Rework shaders and pipelines for bindless textures
Smashing everything in the process :P (need to work on the C side).
However, while bindless is supposedly good for performance, the biggest
gain this will bring is portability: the texture counts are
automatically limited to what the hardware can handle, and the reliance
on push descriptors is removed (though they were nice and did help get
things up and running).
2021-12-24 06:45:13 +09:00

43 lines
1.2 KiB
GLSL

#version 450
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 0, binding = 1) uniform texture2DArray skins[MaxTextures];
layout (set = 0, binding = 2) uniform sampler samp;
layout (push_constant) uniform PushConstants {
layout (offset = 68)
uint base_color;
uint colorA;
uint colorB;
vec4 fog;
vec4 color;
int texind;
};
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 (sampler2DArray(skins[texind], samp), vec3 (st, 0)) * unpackUnorm4x8(base_color);
c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 1)) * unpackUnorm4x8(colorA);
c += texture (sampler2DArray(skins[texind], samp), vec3 (st, 2)) * unpackUnorm4x8(colorB);
e = texture (sampler2DArray(skins[texind], samp), vec3 (st, 3));
frag_color = c;
frag_emission = e;
frag_normal = vec4(normal, 1);
frag_position = position;
}