quakeforge/libs/video/renderer/vulkan/shader/bsp_gbuf.frag
Bill Currie ff6d6f6dd6 [vulkan] Rework shaders and pipelines for bindless textures
Smashing everything in the process :P (need to work on the C side).
However, while bindless is supposedly good for performance, the biggest
gain this will bring is portability: the texture counts are
automatically limited to what the hardware can handle, and the reliance
on push descriptors is removed (though they were nice and did help get
things up and running).
2021-12-24 06:45:13 +09:00

52 lines
1.4 KiB
GLSL

#version 450
layout (constant_id = 0) const int MaxTextures = 256;
layout (set = 0, binding = 1) uniform texture2DArray textures[MaxTextures];
layout (set = 0, binding = 2) uniform sampler samp;
layout (set = 0, binding = 1) uniform sampler2D Texture;
layout (set = 0, binding = 2) uniform sampler2D GlowMap;
layout (push_constant) uniform PushConstants {
layout (offset = 64)
vec4 fog;
float time;
int texind;
};
layout (location = 0) in vec4 tl_st;
layout (location = 1) in vec3 direction;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec4 position;
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;
vec4
fogBlend (vec4 color)
{
float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
vec3 fog_color = fog.rgb;
float fog_factor = exp (-az * az);
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}
void
main (void)
{
vec4 c = vec4 (0);
vec4 e;
vec3 t_st = vec3 (tl_st.xy, 0);
vec3 l_st = vec3 (tl_st.zw, 1);
c = texture (sampler2DArray (textures[texind], samp), t_st);
e = texture (sampler2DArray (textures[texind], samp), t_st);
frag_color = c;//fogBlend (c);
frag_emission = e;
frag_normal = vec4 (normal, 0);
frag_position = position;
}