virtualx-engine/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
reduz 84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00

43 lines
855 B
GLSL

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