godot/modules/lightmapper_rd/lm_blendseams.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

109 lines
2.3 KiB
GLSL

#[versions]
lines = "#define MODE_LINES";
triangles = "#define MODE_TRIANGLES";
#[vertex]
#version 450
#VERSION_DEFINES
#include "lm_common_inc.glsl"
layout(push_constant, binding = 0, std430) uniform Params {
uint base_index;
uint slice;
vec2 uv_offset;
bool debug;
float blend;
uint pad[2];
}
params;
layout(location = 0) out vec3 uv_interp;
void main() {
#ifdef MODE_TRIANGLES
uint triangle_idx = params.base_index + gl_VertexIndex / 3;
uint triangle_subidx = gl_VertexIndex % 3;
vec2 uv;
if (triangle_subidx == 0) {
uv = vertices.data[triangles.data[triangle_idx].indices.x].uv;
} else if (triangle_subidx == 1) {
uv = vertices.data[triangles.data[triangle_idx].indices.y].uv;
} else {
uv = vertices.data[triangles.data[triangle_idx].indices.z].uv;
}
uv_interp = vec3(uv, float(params.slice));
gl_Position = vec4((uv + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
#endif
#ifdef MODE_LINES
uint seam_idx = params.base_index + gl_VertexIndex / 4;
uint seam_subidx = gl_VertexIndex % 4;
uint src_idx;
uint dst_idx;
if (seam_subidx == 0) {
src_idx = seams.data[seam_idx].b.x;
dst_idx = seams.data[seam_idx].a.x;
} else if (seam_subidx == 1) {
src_idx = seams.data[seam_idx].b.y;
dst_idx = seams.data[seam_idx].a.y;
} else if (seam_subidx == 2) {
src_idx = seams.data[seam_idx].a.x;
dst_idx = seams.data[seam_idx].b.x;
} else if (seam_subidx == 3) {
src_idx = seams.data[seam_idx].a.y;
dst_idx = seams.data[seam_idx].b.y;
}
vec2 src_uv = vertices.data[src_idx].uv;
vec2 dst_uv = vertices.data[dst_idx].uv + params.uv_offset;
uv_interp = vec3(src_uv, float(params.slice));
gl_Position = vec4(dst_uv * 2.0 - 1.0, 0.0001, 1.0);
#endif
}
#[fragment]
#version 450
#VERSION_DEFINES
#include "lm_common_inc.glsl"
layout(push_constant, binding = 0, std430) uniform Params {
uint base_index;
uint slice;
vec2 uv_offset;
bool debug;
float blend;
uint pad[2];
}
params;
layout(location = 0) in vec3 uv_interp;
layout(location = 0) out vec4 dst_color;
layout(set = 1, binding = 0) uniform texture2DArray src_color_tex;
void main() {
if (params.debug) {
#ifdef MODE_TRIANGLES
dst_color = vec4(1, 0, 1, 1);
#else
dst_color = vec4(1, 1, 0, 1);
#endif
} else {
vec4 src_color = textureLod(sampler2DArray(src_color_tex, linear_sampler), uv_interp, 0.0);
dst_color = vec4(src_color.rgb, params.blend); //mix
}
}