virtualx-engine/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00

59 lines
1 KiB
GLSL

#[vertex]
#version 450
#VERSION_DEFINES
layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
float z_far;
float pad;
}
constants;
#ifdef MODE_SHADOW
layout(location = 0) out highp float depth;
#endif
void main() {
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
#ifdef MODE_SHADOW
depth = dot(constants.direction, vtx.xy);
#endif
gl_Position = constants.projection * vtx;
}
#[fragment]
#version 450
#VERSION_DEFINES
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
float z_far;
float pad;
}
constants;
#ifdef MODE_SHADOW
layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
#else
layout(location = 0) out highp float sdf_buf;
#endif
void main() {
#ifdef MODE_SHADOW
distance_buf = depth / constants.z_far;
#else
sdf_buf = 1.0;
#endif
}