mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
918c3af095
While I could reconstruct the position from the screen coords and depth, this is easier and good enough for now. Reconstruction is an optimization thing.
38 lines
778 B
GLSL
38 lines
778 B
GLSL
#version 450
|
|
|
|
layout (set = 0, binding = 0) uniform Matrices {
|
|
mat4 Projection;
|
|
mat4 View;
|
|
mat4 Sky;
|
|
};
|
|
|
|
layout (push_constant) uniform PushConstants {
|
|
mat4 Model;
|
|
float blend;
|
|
};
|
|
|
|
layout (location = 0) in vec4 vertexa;
|
|
layout (location = 1) in vec3 normala;
|
|
layout (location = 2) in vec4 vertexb;
|
|
layout (location = 3) in vec3 normalb;
|
|
layout (location = 4) in vec2 uv;
|
|
|
|
layout (location = 0) out vec2 st;
|
|
layout (location = 1) out vec4 position;
|
|
layout (location = 2) out vec3 normal;
|
|
|
|
void
|
|
main (void)
|
|
{
|
|
vec4 vertex;
|
|
vec3 norm;
|
|
vec4 pos;
|
|
|
|
vertex = mix (vertexa, vertexb, blend);
|
|
norm = mix (normala, normalb, blend);
|
|
pos = (Model * vertex);
|
|
gl_Position = Projection * (View * pos);
|
|
position = pos;
|
|
normal = mat3 (Model) * norm;
|
|
st = uv;
|
|
}
|