godot/servers/visual/rasterizer_rd/shaders/canvas_occlusion.glsl

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/* clang-format off */
[vertex]
/* clang-format on */
#version 450
layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
vec2 pad;
} constants;
layout(location = 0) out highp float depth;
void main() {
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0],constants.modelview[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));
depth = dot(constants.direction,vtx.xy);
gl_Position = constants.projection * vtx;
}
/* clang-format off */
[fragment]
/* clang-format on */
#version 450
layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
void main() {
distance_buf=depth;
}