quakeforge/libs/video/renderer/vulkan/shader/particle.vert
Bill Currie 25ac0ff303 [vulkan] Adapt the shaders for multi-view
Multi-view will be used for shadows and fisheye.
2023-02-14 13:24:47 +09:00

34 lines
911 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_multiview : enable
layout (set = 0, binding = 0) uniform
#include "matrices.h"
;
layout (set = 1, binding = 0) uniform sampler2D Palette;
layout (push_constant) uniform PushConstants {
mat4 Model;
};
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 velocity;
layout (location = 2) in vec4 color;
layout (location = 3) in vec4 ramp;
layout (location = 0) out vec4 o_velocity;
layout (location = 1) out vec4 o_color;
layout (location = 2) out vec4 o_ramp;
void
main (void)
{
// geometry shader will take care of Projection
gl_Position = View[gl_ViewIndex] * (Model * position);
o_velocity = View[gl_ViewIndex] * (Model * velocity);
uint c = floatBitsToInt (color.x);
uint x = c & 0x0f;
uint y = (c >> 4) & 0x0f;
o_color = texture (Palette, vec2 (x, y) / 15.0);
o_ramp = ramp;
}