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().
60 lines
1.0 KiB
GLSL
60 lines
1.0 KiB
GLSL
#[vertex]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(location = 0) in highp vec3 vertex;
|
|
|
|
layout(push_constant, binding = 0, std430) uniform Constants {
|
|
mat4 projection;
|
|
mat2x4 modelview;
|
|
vec2 direction;
|
|
float z_far;
|
|
float pad;
|
|
}
|
|
constants;
|
|
|
|
#ifdef MODE_SHADOW
|
|
layout(location = 0) out highp float depth;
|
|
#endif
|
|
|
|
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));
|
|
|
|
#ifdef MODE_SHADOW
|
|
depth = dot(constants.direction, vtx.xy);
|
|
#endif
|
|
gl_Position = constants.projection * vtx;
|
|
}
|
|
|
|
#[fragment]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(push_constant, binding = 0, std430) uniform Constants {
|
|
mat4 projection;
|
|
mat2x4 modelview;
|
|
vec2 direction;
|
|
float z_far;
|
|
float pad;
|
|
}
|
|
constants;
|
|
|
|
#ifdef MODE_SHADOW
|
|
layout(location = 0) in highp float depth;
|
|
layout(location = 0) out highp float distance_buf;
|
|
#else
|
|
layout(location = 0) out highp float sdf_buf;
|
|
#endif
|
|
|
|
void main() {
|
|
#ifdef MODE_SHADOW
|
|
distance_buf = depth / constants.z_far;
|
|
#else
|
|
sdf_buf = 1.0;
|
|
#endif
|
|
}
|