mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 05:11:16 +00:00
3603f90718
Surfaces marked with SURF_DRAWALPHA but not SURF_DRAWTURB are put in a separate queue for the water shader and run with a turb scale of 0. Also, entities with colormod alpha < 1 are marked to go in the same queue as SURF_DRAWALPHA surfaces (ie, no SURF_DRAWTURB unless the model's texture indicated such).
57 lines
1.3 KiB
GLSL
57 lines
1.3 KiB
GLSL
#version 450
|
|
|
|
layout (set = 2, 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 (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)
|
|
{
|
|
vec4 c = vec4 (0);
|
|
vec4 e;
|
|
vec3 t_st = vec3 (warp_st (tl_st.xy, time), 0);
|
|
vec3 e_st = vec3 (warp_st (tl_st.xy, time), 1);
|
|
|
|
c = texture (Texture, t_st);
|
|
e = texture (Texture, e_st);
|
|
float a = c.a * e.a * alpha;
|
|
c += e;
|
|
c.a = a;
|
|
frag_color = c * color;//fogBlend (c);
|
|
}
|