mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 22:52:21 +00:00
ff6d6f6dd6
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).
101 lines
2.6 KiB
GLSL
101 lines
2.6 KiB
GLSL
#version 450
|
|
|
|
layout (constant_id = 0) const int MaxTextures = 256;
|
|
layout (constant_id = 1) const bool doSkyBox = false;
|
|
layout (constant_id = 2) const bool doSkySheet = false;
|
|
|
|
layout (set = 0, binding = 1) uniform texture2DArray sheet_tex[MaxTextures];
|
|
layout (set = 0, binding = 1) uniform textureCube cube_tex[MaxTextures];
|
|
layout (set = 0, binding = 2) uniform sampler samp;
|
|
|
|
layout (push_constant) uniform PushConstants {
|
|
layout (offset = 64)
|
|
vec4 fog;
|
|
float time;
|
|
int sheet_ind;
|
|
int cube_ind;
|
|
};
|
|
|
|
layout (location = 0) in vec4 tl_st;
|
|
layout (location = 1) in vec3 direction;
|
|
|
|
layout (location = 0) out vec4 frag_color;
|
|
|
|
const float SCALE = 189.0 / 64.0;
|
|
|
|
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);
|
|
}
|
|
|
|
vec4
|
|
sky_sheet (vec3 dir, float time, texture2DArray tex)
|
|
{
|
|
float len;
|
|
vec2 flow = vec2 (1.0, 1.0);
|
|
vec2 base;
|
|
vec3 st1, st2;
|
|
vec4 c1, c2, c;
|
|
|
|
dir.z *= 3.0;
|
|
len = dot (dir, dir);
|
|
len = SCALE * inversesqrt (len);
|
|
base = dir.yx * vec2(1.0, -1.0) * len;
|
|
|
|
st1 = vec3 (base + flow * time / 8.0, 0);
|
|
st2 = vec3 (base + flow * time / 16.0, 1);
|
|
|
|
c1 = texture (sampler2DArray(tex, samp), st1);
|
|
c2 = texture (sampler2DArray(tex, samp), st2);
|
|
|
|
c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
|
|
|
|
return c;
|
|
}
|
|
|
|
vec4
|
|
sky_box (vec3 dir, float time, textureCube tex)
|
|
{
|
|
// NOTE: quake's world is right-handed with Z up and X forward, but
|
|
// Vulkan's cube maps are left-handed with Y up and Z forward. The
|
|
// rotation to X foward is done by the Sky matrix so all that's left
|
|
// to do here is swizzle the Y and Z coordinates
|
|
dir = normalize(dir);
|
|
//return vec4(dir.xyz, 1) * 0.5 + vec4(0.5);
|
|
return texture (samplerCube (tex, samp), dir.xzy);
|
|
}
|
|
|
|
vec4
|
|
sky_color (vec3 dir, float time)
|
|
{
|
|
if (!doSkySheet) {
|
|
return sky_box (dir, time, cube_tex[cube_ind]);
|
|
} if (!doSkyBox) {
|
|
return sky_sheet (dir, time, sheet_tex[sheet_ind]);
|
|
} else {
|
|
// can see through the sheet (may look funny when looking down)
|
|
// maybe have 4 sheet layers instead of 2?
|
|
vec4 c1 = sky_sheet (dir, time, sheet_tex[sheet_ind]);
|
|
vec4 c2 = sky_box (dir, time, cube_tex[cube_ind]);
|
|
return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
|
|
return vec4 (1, 0, 1, 1);
|
|
}
|
|
}
|
|
|
|
void
|
|
main (void)
|
|
{
|
|
vec4 c;
|
|
|
|
if (doSkyBox || doSkySheet) {
|
|
c = sky_color (direction, time);
|
|
} else {
|
|
c = vec4 (0, 0, 0, 1);
|
|
}
|
|
frag_color = c;//fogBlend (c);
|
|
}
|