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https://git.code.sf.net/p/quake/quakeforge
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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).
99 lines
2.3 KiB
GLSL
99 lines
2.3 KiB
GLSL
#version 450
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layout (constant_id = 0) const bool doSkyBox = false;
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layout (constant_id = 1) const bool doSkySheet = false;
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layout (set = 2, binding = 0) uniform sampler2DArray SkySheet;
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layout (set = 3, binding = 0) uniform samplerCube SkyBox;
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layout (push_constant) uniform PushConstants {
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vec4 fog;
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float time;
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float alpha;
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float turb_scale;
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};
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layout (location = 0) in vec4 tl_st;
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layout (location = 1) in vec3 direction;
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layout (location = 2) in vec4 color;
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layout (location = 0) out vec4 frag_color;
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const float SCALE = 189.0 / 64.0;
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vec4
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fogBlend (vec4 color)
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{
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float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
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vec3 fog_color = fog.rgb;
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float fog_factor = exp (-az * az);
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return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
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}
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vec4
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sky_sheet (vec3 dir, float time)
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{
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float len;
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vec2 flow = vec2 (1.0, 1.0);
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vec2 base;
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vec3 st1, st2;
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vec4 c1, c2, c;
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dir.z *= 3.0;
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len = dot (dir, dir);
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len = SCALE * inversesqrt (len);
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base = dir.yx * vec2(1.0, -1.0) * len;
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st1 = vec3 (base + flow * time / 8.0, 0);
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st2 = vec3 (base + flow * time / 16.0, 1);
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c1 = texture (SkySheet, st1);
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c2 = texture (SkySheet, st2);
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c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
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return c;
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}
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vec4
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sky_box (vec3 dir, float time)
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{
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// NOTE: quake's world is right-handed with Z up and X forward, but
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// Vulkan's cube maps are left-handed with Y up and Z forward. The
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// rotation to X foward is done by the Sky matrix so all that's left
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// to do here is swizzle the Y and Z coordinates
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dir = normalize(dir);
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//return vec4(dir.xyz, 1) * 0.5 + vec4(0.5);
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return texture (SkyBox, dir.xzy);
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}
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vec4
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sky_color (vec3 dir, float time)
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{
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if (!doSkySheet) {
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return sky_box (dir, time);
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} if (!doSkyBox) {
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return sky_sheet (dir, time);
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} else {
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// can see through the sheet (may look funny when looking down)
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// maybe have 4 sheet layers instead of 2?
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vec4 c1 = sky_sheet (dir, time);
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vec4 c2 = sky_box (dir, time);
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return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
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return vec4 (1, 0, 1, 1);
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}
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}
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void
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main (void)
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{
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vec4 c;
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if (doSkyBox || doSkySheet) {
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c = sky_color (direction, time);
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} else {
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c = vec4 (0, 0, 0, 1);
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}
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frag_color = c;//fogBlend (c);
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}
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