quakeforge/libs/video/renderer/vulkan/shader/bsp_turb.frag
Bill Currie 7e946a4de9 [vulkan] Implement water surface rendering
They're unlit (fullbright, but that's nothing new for quake), but
working nicely. As a bonus, sort out the sky pass (forced to due to the
way command buffers are used).
2021-03-23 12:24:24 +09:00

52 lines
1.1 KiB
GLSL

#version 450
layout (set = 0, binding = 1) uniform sampler2D Texture;
layout (push_constant) uniform PushConstants {
layout (offset = 64)
vec4 fog;
float time;
};
layout (location = 0) in vec4 tl_st;
layout (location = 1) in vec3 direction;
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 + (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;
vec2 t_st = tl_st.xy;
vec2 l_st = tl_st.zw;
t_st = warp_st (t_st, time);
c = texture (Texture, t_st);
frag_color = c;//fogBlend (c);
}