mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 14:42:07 +00:00
db6c76d583
At least for now, it is more trouble than it is worth as it (or my implementation of it) breaks lavapipe and renderdoc.
38 lines
927 B
GLSL
38 lines
927 B
GLSL
#version 450
|
|
|
|
layout (set = 1, binding = 0) uniform sampler2DArray Skin;
|
|
|
|
layout (push_constant) uniform PushConstants {
|
|
layout (offset = 68)
|
|
uint colorA;
|
|
uint colorB;
|
|
vec4 base_color;
|
|
vec4 fog;
|
|
};
|
|
|
|
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 (Skin, vec3 (st, 0)) * base_color;
|
|
c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA);
|
|
c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB);
|
|
e = texture (Skin, vec3 (st, 3));
|
|
|
|
frag_color = c;
|
|
frag_emission = e;
|
|
frag_normal = vec4(normal, 1);
|
|
frag_position = position;
|
|
}
|