godot/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl

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2020-04-02 02:24:52 +00:00
/* clang-format off */
[vertex]
#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
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);
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
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 = texture(ssr, uv_interp);
frag_color.rgb = mix(frag_color.rgb, ssr.rgb, ssr.a);
#endif
#ifdef MODE_MERGE
frag_color += texture(diffuse, uv_interp);
#endif
//added using additive blend
}