quakeforge/libs/video/renderer/vulkan/shader/alias.frag

76 lines
1.9 KiB
GLSL

#version 450
layout (set = 0, binding = 2) uniform sampler2DArray Skin;
/*
layout (set = 2, binding = 0) uniform sampler2D Texture;
layout (set = 2, binding = 1) uniform sampler2D GlowMap;
layout (set = 2, binding = 2) uniform sampler2D ColorA;
layout (set = 2, binding = 3) uniform sampler2D ColorB;
*/
struct LightData {
vec3 color;
float dist;
vec3 position;
int type;
vec3 direction;
float cone;
};
layout (constant_id = 0) const int MaxLights = 8;
//layout (set = 1, binding = 0) uniform Lights {
layout (set = 0, binding = 1) uniform Lights {
int light_count;
LightData lights[MaxLights];
};
layout (push_constant) uniform PushConstants {
layout (offset = 68)
uint base_color;
uint colorA;
uint colorB;
vec4 fog;
vec4 color;
};
layout (location = 0) in vec2 st;
layout (location = 1) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 0) out vec4 frag_color;
vec3
calc_light (LightData light)
{
if (light.type == 0) {
vec3 dist = light.position - position;
float dd = dot (dist, dist);
float mag = max (0.0, dot (dist, normal));
return light.color * mag * light.dist / dd;
} else if (light.type == 1) {
} else if (light.type == 2) {
float mag = max (0.0, -dot (light.direction, normal));
// position is ambient light
return light.color * dot (light.direction, normal) + light.position;
}
}
void
main (void)
{
vec4 c;
int i;
vec3 light = vec3 (0);
c = texture (Skin, vec3 (st, 0)) * unpackUnorm4x8(base_color);
c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA);
c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB);
if (MaxLights > 0) {
for (i = 0; i < light_count; i++) {
light += calc_light (lights[i]);
}
}
c *= vec4 (light, 1);
c += texture (Skin, vec3 (st, 3));
//frag_color = vec4((normal + 1)/2, 1);
frag_color = c;//fogBlend (c);
}