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