mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +08:00
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().
54 lines
960 B
GLSL
54 lines
960 B
GLSL
#[vertex]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(location = 0) out vec2 uv_interp;
|
|
|
|
void main() {
|
|
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));
|
|
uv_interp = base_arr[gl_VertexIndex];
|
|
|
|
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
|
}
|
|
|
|
#[fragment]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(location = 0) in vec2 uv_interp;
|
|
|
|
layout(set = 0, binding = 0) uniform sampler2D specular;
|
|
|
|
#ifdef MODE_SSR
|
|
|
|
layout(set = 1, binding = 0) uniform sampler2D ssr;
|
|
|
|
#endif
|
|
|
|
#ifdef MODE_MERGE
|
|
|
|
layout(set = 2, binding = 0) uniform sampler2D diffuse;
|
|
|
|
#endif
|
|
|
|
layout(location = 0) out vec4 frag_color;
|
|
|
|
void main() {
|
|
frag_color.rgb = texture(specular, uv_interp).rgb;
|
|
frag_color.a = 0.0;
|
|
#ifdef MODE_SSR
|
|
|
|
vec4 ssr_color = texture(ssr, uv_interp);
|
|
frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
|
|
#endif
|
|
|
|
#ifdef MODE_MERGE
|
|
frag_color += texture(diffuse, uv_interp);
|
|
#endif
|
|
//added using additive blend
|
|
}
|