mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-01 08:31:59 +00:00
4cb120e878
There are some missing parts from this commit as these are the fairly clean changes. Missing is building a separate set of pipelines for the new render pass (might be able to get away from that), OIT heads texture is flat rather than an array, view matrices aren't set up, and the fisheye renderer isn't hooked up to the output pass (code exists but is messy). However, with the missing parts included, testing shows things mostly working: the cube map is rendered correctly even though it's not displayed correctly (incorrect view). This has definitely proven to be a good test for Vulkan's multiview feature (very nice).
105 lines
2.4 KiB
GLSL
105 lines
2.4 KiB
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_multiview : enable
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#include "oit_store.finc"
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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 = 3, binding = 0) uniform sampler2DArray SkySheet;
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layout (set = 4, 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(early_fragment_tests) in;
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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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StoreFrag (c, gl_FragCoord.z);
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}
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