Files
fparkan/adapters/fparkan-render-vulkan/shaders/triangle.frag
T
Valentin Popov a8faba8aad feat: complete map viewer scene and static CTL pose preview
Complete the interactive mission viewer with environment rendering, audio events, dynamic shadows, free-flight camera controls, and per-component CTL pose sampling.
2026-10-11 13:12:50 +04:00

134 lines
5.5 KiB
GLSL

#version 450
layout(location = 0) in vec3 in_color;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec2 in_detail_uv;
layout(location = 3) in float in_overlay_alpha;
layout(location = 4) in float in_fog_factor;
layout(location = 5) in vec3 in_base_diffuse;
layout(location = 6) in vec3 in_base_specular;
layout(location = 7) in vec3 in_overlay_diffuse;
layout(location = 8) in vec3 in_overlay_specular;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 0) uniform sampler2D base_color;
layout(set = 0, binding = 1) uniform sampler2D base_detail;
layout(set = 0, binding = 2) uniform sampler2D overlay_color;
layout(set = 0, binding = 3) uniform sampler2D overlay_detail;
layout(std140, set = 0, binding = 4) uniform FrameConstants {
mat4 clip_from_world;
vec4 directional_direction[4];
vec4 directional_rgb[4];
vec4 directional_coefficients[4];
vec4 point_position_range;
vec4 point_rgb_active;
vec4 point_coefficients_active;
vec4 lighting_floor;
vec4 fog_color;
vec4 fog_distances;
vec4 camera_position;
} frame;
layout(push_constant) uniform MaterialConstants {
layout(offset = 0) float alpha_cutoff;
layout(offset = 4) float diffuse_alpha;
layout(offset = 8) float overlay_diffuse_alpha;
layout(offset = 12) float directional_r;
layout(offset = 16) float directional_g;
layout(offset = 20) float directional_b;
layout(offset = 24) float additive_r;
layout(offset = 28) float additive_g;
layout(offset = 32) float additive_b;
layout(offset = 36) float overlay_directional_r;
layout(offset = 40) float overlay_directional_g;
layout(offset = 44) float overlay_directional_b;
layout(offset = 48) float overlay_additive_r;
layout(offset = 52) float overlay_additive_g;
layout(offset = 56) float overlay_additive_b;
layout(offset = 60) float base_page_x;
layout(offset = 64) float base_page_y;
layout(offset = 68) float base_page_w;
layout(offset = 72) float base_page_h;
layout(offset = 76) float detail_page_x;
layout(offset = 80) float detail_page_y;
layout(offset = 84) float detail_page_w;
layout(offset = 88) float detail_page_h;
layout(offset = 92) float overlay_page_x;
layout(offset = 96) float overlay_page_y;
layout(offset = 100) float overlay_page_w;
layout(offset = 104) float overlay_page_h;
layout(offset = 108) float overlay_detail_page_x;
layout(offset = 112) float overlay_detail_page_y;
layout(offset = 116) float overlay_detail_page_w;
layout(offset = 120) float overlay_detail_page_h;
layout(offset = 124) float material_mode;
} material;
void main() {
vec2 base_uv = vec2(material.base_page_x, material.base_page_y)
+ in_uv * vec2(material.base_page_w, material.base_page_h);
vec2 detail_uv = vec2(material.detail_page_x, material.detail_page_y)
+ in_detail_uv * vec2(material.detail_page_w, material.detail_page_h);
vec2 overlay_uv = vec2(material.overlay_page_x, material.overlay_page_y)
+ in_uv * vec2(material.overlay_page_w, material.overlay_page_h);
vec2 overlay_detail_uv = vec2(material.overlay_detail_page_x, material.overlay_detail_page_y)
+ in_detail_uv * vec2(material.overlay_detail_page_w, material.overlay_detail_page_h);
vec4 base = texture(base_color, base_uv);
vec4 detail = texture(base_detail, detail_uv);
vec4 overlay = texture(overlay_color, overlay_uv);
vec4 overlay_detail_sample = texture(overlay_detail, overlay_detail_uv);
int mode = int(round(material.material_mode));
int combiner_mode = mode & 3;
// Native sky mode 4 combines nebula and stars as
// mix(TEX0.rgb, TEX1.rgb, TEX1.a) * DIFFUSE.rgb and carries DIFFUSE.a
// through as the pass alpha.
if (combiner_mode == 2) {
vec3 sky_rgb = mix(base.rgb, detail.rgb, clamp(detail.a, 0.0, 1.0));
out_color = vec4(sky_rgb * in_color, clamp(in_overlay_alpha, 0.0, 1.0));
if (out_color.a < material.alpha_cutoff) {
discard;
}
return;
}
// Native terrain mode 3 combines the base texture and the lightmap
// without the regular terrain 2x combiner or NdotL calculation.
if (combiner_mode == 3) {
vec3 lightmap_lighting = max(
vec3(material.additive_r, material.additive_g, material.additive_b),
frame.lighting_floor.rgb
);
vec3 vertex_rgb = base.rgb * detail.rgb * lightmap_lighting * in_color;
vec3 final_rgb = mix(vertex_rgb, frame.fog_color.rgb, in_fog_factor);
out_color = vec4(final_rgb, base.a * material.diffuse_alpha);
if (out_color.a < material.alpha_cutoff) {
discard;
}
return;
}
float overlay_alpha = clamp(
in_overlay_alpha * material.overlay_diffuse_alpha,
0.0,
1.0
);
vec3 base_rgb = 2.0 * base.rgb * detail.rgb;
vec3 overlay_rgb = 2.0 * overlay.rgb * overlay_detail_sample.rgb;
vec3 base_lit_rgb = base_rgb * in_base_diffuse + in_base_specular;
vec3 overlay_lit_rgb = overlay_rgb * in_overlay_diffuse + in_overlay_specular;
vec3 lit_rgb = mix(base_lit_rgb, overlay_lit_rgb, overlay_alpha);
vec3 vertex_rgb = lit_rgb * in_color;
vec3 final_rgb = combiner_mode == 0
? mix(vertex_rgb, frame.fog_color.rgb, in_fog_factor)
: vertex_rgb;
float final_alpha = combiner_mode == 1
? base.a * material.diffuse_alpha * in_overlay_alpha
: base.a * material.diffuse_alpha;
out_color = vec4(final_rgb, final_alpha);
if (out_color.a < material.alpha_cutoff) {
discard;
}
}