d3b49c416a
-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().
53 lines
960 B
GLSL
53 lines
960 B
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) out vec2 uv_interp;
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp = base_arr[gl_VertexIndex];
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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform sampler2D specular;
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#ifdef MODE_SSR
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layout(set = 1, binding = 0) uniform sampler2D ssr;
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#endif
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#ifdef MODE_MERGE
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layout(set = 2, binding = 0) uniform sampler2D diffuse;
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#endif
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layout(location = 0) out vec4 frag_color;
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void main() {
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frag_color.rgb = texture(specular, uv_interp).rgb;
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frag_color.a = 0.0;
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#ifdef MODE_SSR
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vec4 ssr_color = texture(ssr, uv_interp);
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frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
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#endif
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#ifdef MODE_MERGE
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frag_color += texture(diffuse, uv_interp);
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#endif
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//added using additive blend
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}
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