mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-11 05:00:58 +00:00
209 lines
6.2 KiB
GLSL
209 lines
6.2 KiB
GLSL
|
|
layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
|
|
layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
|
|
#if defined(USE_RAYTRACE)
|
|
#if defined(SUPPORTS_RAYQUERY)
|
|
layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
|
|
#else
|
|
struct CollisionNode
|
|
{
|
|
vec3 center;
|
|
float padding1;
|
|
vec3 extents;
|
|
float padding2;
|
|
int left;
|
|
int right;
|
|
int element_index;
|
|
int padding3;
|
|
};
|
|
layout(std430, set = 0, binding = 2) buffer NodeBuffer
|
|
{
|
|
int nodesRoot;
|
|
int nodebufferPadding1;
|
|
int nodebufferPadding2;
|
|
int nodebufferPadding3;
|
|
CollisionNode nodes[];
|
|
};
|
|
layout(std430, set = 0, binding = 3) buffer VertexBuffer { vec4 vertices[]; };
|
|
layout(std430, set = 0, binding = 4) buffer ElementBuffer { int elements[]; };
|
|
#endif
|
|
#endif
|
|
|
|
// This must match the HWViewpointUniforms struct
|
|
layout(set = 1, binding = 0, std140) uniform ViewpointUBO
|
|
{
|
|
mat4 ProjectionMatrix;
|
|
mat4 ViewMatrix;
|
|
mat4 NormalViewMatrix;
|
|
|
|
vec4 uCameraPos;
|
|
vec4 uClipLine;
|
|
|
|
float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
|
|
int uPalLightLevels;
|
|
int uViewHeight; // Software fuzz scaling
|
|
float uClipHeight;
|
|
float uClipHeightDirection;
|
|
int uShadowmapFilter;
|
|
|
|
int uLightBlendMode;
|
|
};
|
|
|
|
layout(set = 1, binding = 1, std140) uniform MatricesUBO
|
|
{
|
|
mat4 ModelMatrix;
|
|
mat4 NormalModelMatrix;
|
|
mat4 TextureMatrix;
|
|
};
|
|
|
|
// This must match the StreamData struct
|
|
struct StreamData
|
|
{
|
|
vec4 uObjectColor;
|
|
vec4 uObjectColor2;
|
|
vec4 uDynLightColor;
|
|
vec4 uAddColor;
|
|
vec4 uTextureAddColor;
|
|
vec4 uTextureModulateColor;
|
|
vec4 uTextureBlendColor;
|
|
vec4 uFogColor;
|
|
float uDesaturationFactor;
|
|
float uInterpolationFactor;
|
|
float timer; // timer data for material shaders
|
|
int useVertexData;
|
|
vec4 uVertexColor;
|
|
vec4 uVertexNormal;
|
|
|
|
vec4 uGlowTopPlane;
|
|
vec4 uGlowTopColor;
|
|
vec4 uGlowBottomPlane;
|
|
vec4 uGlowBottomColor;
|
|
|
|
vec4 uGradientTopPlane;
|
|
vec4 uGradientBottomPlane;
|
|
|
|
vec4 uSplitTopPlane;
|
|
vec4 uSplitBottomPlane;
|
|
|
|
vec4 uDetailParms;
|
|
vec4 uNpotEmulation;
|
|
|
|
vec2 uClipSplit;
|
|
vec2 uSpecularMaterial;
|
|
|
|
float uLightLevel;
|
|
float uFogDensity;
|
|
float uLightFactor;
|
|
float uLightDist;
|
|
|
|
float uAlphaThreshold;
|
|
float padding1;
|
|
float padding2;
|
|
float padding3;
|
|
};
|
|
|
|
layout(set = 1, binding = 2, std140) uniform StreamUBO
|
|
{
|
|
StreamData data[MAX_STREAM_DATA];
|
|
};
|
|
|
|
// light buffers
|
|
layout(set = 1, binding = 3, std140) uniform LightBufferUBO
|
|
{
|
|
vec4 lights[MAX_LIGHT_DATA];
|
|
};
|
|
|
|
// bone matrix buffers
|
|
layout(set = 1, binding = 4, std430) buffer BoneBufferSSO
|
|
{
|
|
mat4 bones[];
|
|
};
|
|
|
|
// textures
|
|
layout(set = 2, binding = 0) uniform sampler2D tex;
|
|
layout(set = 2, binding = 1) uniform sampler2D texture2;
|
|
layout(set = 2, binding = 2) uniform sampler2D texture3;
|
|
layout(set = 2, binding = 3) uniform sampler2D texture4;
|
|
layout(set = 2, binding = 4) uniform sampler2D texture5;
|
|
layout(set = 2, binding = 5) uniform sampler2D texture6;
|
|
layout(set = 2, binding = 6) uniform sampler2D texture7;
|
|
layout(set = 2, binding = 7) uniform sampler2D texture8;
|
|
layout(set = 2, binding = 8) uniform sampler2D texture9;
|
|
layout(set = 2, binding = 9) uniform sampler2D texture10;
|
|
layout(set = 2, binding = 10) uniform sampler2D texture11;
|
|
|
|
// This must match the PushConstants struct
|
|
layout(push_constant) uniform PushConstants
|
|
{
|
|
int uDataIndex; // streamdata index
|
|
int uLightIndex; // dynamic lights
|
|
int uBoneIndexBase; // bone animation
|
|
int padding;
|
|
};
|
|
|
|
// material types
|
|
#if defined(SPECULAR)
|
|
#define normaltexture texture2
|
|
#define speculartexture texture3
|
|
#define brighttexture texture4
|
|
#define detailtexture texture5
|
|
#define glowtexture texture6
|
|
#elif defined(PBR)
|
|
#define normaltexture texture2
|
|
#define metallictexture texture3
|
|
#define roughnesstexture texture4
|
|
#define aotexture texture5
|
|
#define brighttexture texture6
|
|
#define detailtexture texture7
|
|
#define glowtexture texture8
|
|
#else
|
|
#define brighttexture texture2
|
|
#define detailtexture texture3
|
|
#define glowtexture texture4
|
|
#endif
|
|
|
|
#define uObjectColor data[uDataIndex].uObjectColor
|
|
#define uObjectColor2 data[uDataIndex].uObjectColor2
|
|
#define uDynLightColor data[uDataIndex].uDynLightColor
|
|
#define uAddColor data[uDataIndex].uAddColor
|
|
#define uTextureBlendColor data[uDataIndex].uTextureBlendColor
|
|
#define uTextureModulateColor data[uDataIndex].uTextureModulateColor
|
|
#define uTextureAddColor data[uDataIndex].uTextureAddColor
|
|
#define uFogColor data[uDataIndex].uFogColor
|
|
#define uDesaturationFactor data[uDataIndex].uDesaturationFactor
|
|
#define uInterpolationFactor data[uDataIndex].uInterpolationFactor
|
|
#define timer data[uDataIndex].timer
|
|
#define useVertexData data[uDataIndex].useVertexData
|
|
#define uVertexColor data[uDataIndex].uVertexColor
|
|
#define uVertexNormal data[uDataIndex].uVertexNormal
|
|
#define uGlowTopPlane data[uDataIndex].uGlowTopPlane
|
|
#define uGlowTopColor data[uDataIndex].uGlowTopColor
|
|
#define uGlowBottomPlane data[uDataIndex].uGlowBottomPlane
|
|
#define uGlowBottomColor data[uDataIndex].uGlowBottomColor
|
|
#define uGradientTopPlane data[uDataIndex].uGradientTopPlane
|
|
#define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane
|
|
#define uSplitTopPlane data[uDataIndex].uSplitTopPlane
|
|
#define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane
|
|
#define uDetailParms data[uDataIndex].uDetailParms
|
|
#define uNpotEmulation data[uDataIndex].uNpotEmulation
|
|
#define uClipSplit data[uDataIndex].uClipSplit
|
|
#define uSpecularMaterial data[uDataIndex].uSpecularMaterial
|
|
#define uLightLevel data[uDataIndex].uLightLevel
|
|
#define uFogDensity data[uDataIndex].uFogDensity
|
|
#define uLightFactor data[uDataIndex].uLightFactor
|
|
#define uLightDist data[uDataIndex].uLightDist
|
|
#define uAlphaThreshold data[uDataIndex].uAlphaThreshold
|
|
|
|
#define VULKAN_COORDINATE_SYSTEM
|
|
#define HAS_UNIFORM_VERTEX_DATA
|
|
|
|
// GLSL spec 4.60, 8.15. Noise Functions
|
|
// https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf
|
|
// "The noise functions noise1, noise2, noise3, and noise4 have been deprecated starting with version 4.4 of GLSL.
|
|
// When not generating SPIR-V they are defined to return the value 0.0 or a vector whose components are all 0.0.
|
|
// When generating SPIR-V the noise functions are not declared and may not be used."
|
|
// However, we need to support mods with custom shaders created for OpenGL renderer
|
|
float noise1(float) { return 0; }
|
|
vec2 noise2(vec2) { return vec2(0); }
|
|
vec3 noise3(vec3) { return vec3(0); }
|
|
vec4 noise4(vec4) { return vec4(0); }
|