quakeforge/libs/video/renderer/vulkan/shader/alias_gbuf.frag
Bill Currie a28488d2e1 [vulkan] Move both alias color maps into the one layer
This cuts down on the memory requirements for skins by 25%, and
simplifies the shader a bit more, too. While at it, I made alias skins
nominally compatible with bsp textures: layer 0 is color, 1 is emissive,
and 2 is the color map (emissive was on 3).
2022-11-15 13:09:41 +09:00

38 lines
1,013 B
GLSL

#version 450
layout (set = 1, binding = 0) uniform sampler2D Palette;
layout (set = 2, binding = 0) uniform sampler2DArray Skin;
layout (push_constant) uniform PushConstants {
layout (offset = 68)
uint colors;
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;
c = texture (Skin, vec3 (st, 0)) * base_color;
e = texture (Skin, vec3 (st, 1));
vec4 rows = unpackUnorm4x8(colors);
vec4 cmap = texture (Skin, vec3 (st, 2));
c += texture (Palette, vec2 (cmap.x, rows.x)) * cmap.y;
c += texture (Palette, vec2 (cmap.z, rows.y)) * cmap.w;
frag_color = c;
frag_emission = e;
frag_normal = vec4(normalize(normal), 1);
frag_position = position;
}