xash3d-fwgs/ref/vk/shaders/brush.frag

54 lines
1.5 KiB
GLSL

#version 450
layout (constant_id = 0) const float alpha_test_threshold = 0.;
layout (constant_id = 1) const uint max_dlights = 1;
layout(set=1,binding=0) uniform sampler2D sTexture0;
layout(set=2,binding=0) uniform sampler2D sLightmap;
struct Light {
vec4 pos_r;
vec4 color;
};
layout(set=3,binding=0) uniform UBO {
uint num_lights;
Light lights[max_dlights];
} ubo;
layout(location=0) in vec3 vPos;
layout(location=1) in vec3 vNormal;
layout(location=2) in vec2 vTexture0;
layout(location=3) in vec2 vLightmapUV;
layout(location=4) in vec4 vColor;
layout(location=0) out vec4 outColor;
// FIXME what should this be?
const float dlight_attenuation_const = 5000.;
void main() {
outColor = vec4(0.);
const vec4 tex_color = texture(sTexture0, vTexture0);
// TODO make sure textures are premultiplied alpha
const vec4 baseColor = vColor * tex_color;
if (baseColor.a < alpha_test_threshold)
discard;
outColor.a = baseColor.a;
outColor.rgb += baseColor.rgb * texture(sLightmap, vLightmapUV).rgb;
for (uint i = 0; i < ubo.num_lights; ++i) {
const vec4 light_pos_r = ubo.lights[i].pos_r;
const vec3 light_dir = light_pos_r.xyz - vPos;
const vec3 light_color = ubo.lights[i].color.rgb;
const float d2 = dot(light_dir, light_dir);
const float r2 = light_pos_r.w * light_pos_r.w;
const float attenuation = dlight_attenuation_const / (d2 + r2 * .5);
outColor.rgb += baseColor.rgb * light_color * max(0., dot(normalize(light_dir), vNormal)) * attenuation;
}
//outColor.rgb = vNormal * .5 + .5;
}