vkdoom_m/wadsrc/static/shaders/scene/layout_shared.glsl
2024-09-08 20:32:30 +02:00

86 lines
3.4 KiB
GLSL

#include "shaders/scene/binding_fixed.glsl"
#include "shaders/scene/binding_rsbuffers.glsl"
#include "shaders/scene/binding_textures.glsl"
// This must match the PushConstants struct
layout(push_constant) uniform PushConstants
{
#if defined(USE_LEVELMESH)
int unused;
#else
int uDataIndex; // surfaceuniforms index
#endif
int uLightIndex; // dynamic lights
int uBoneIndexBase; // bone animation
int uFogballIndex; // fog balls
};
// material types
#if defined(SPECULAR)
#define normaltexture texture2
#define speculartexture texture3
#define brighttexture texture4
#define detailtexture texture5
#define glowtexture texture6
#elif defined(PBR)
#define normaltexture texture2
#define metallictexture texture3
#define roughnesstexture texture4
#define aotexture texture5
#define brighttexture texture6
#define detailtexture texture7
#define glowtexture texture8
#else
#define brighttexture texture2
#define detailtexture texture3
#define glowtexture texture4
#endif
#define uObjectColor data[uDataIndex].uObjectColor
#define uObjectColor2 data[uDataIndex].uObjectColor2
#define uDynLightColor data[uDataIndex].uDynLightColor
#define uAddColor data[uDataIndex].uAddColor
#define uTextureBlendColor data[uDataIndex].uTextureBlendColor
#define uTextureModulateColor data[uDataIndex].uTextureModulateColor
#define uTextureAddColor data[uDataIndex].uTextureAddColor
#define uFogColor data[uDataIndex].uFogColor
#define uDesaturationFactor data[uDataIndex].uDesaturationFactor
#define uInterpolationFactor data[uDataIndex].uInterpolationFactor
#define timer data[uDataIndex].timer
#define useVertexData data[uDataIndex].useVertexData
#define uVertexColor data[uDataIndex].uVertexColor
#define uVertexNormal data[uDataIndex].uVertexNormal
#define uGlowTopPlane data[uDataIndex].uGlowTopPlane
#define uGlowTopColor data[uDataIndex].uGlowTopColor
#define uGlowBottomPlane data[uDataIndex].uGlowBottomPlane
#define uGlowBottomColor data[uDataIndex].uGlowBottomColor
#define uGradientTopPlane data[uDataIndex].uGradientTopPlane
#define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane
#define uSplitTopPlane data[uDataIndex].uSplitTopPlane
#define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane
#define uDetailParms data[uDataIndex].uDetailParms
#define uNpotEmulation data[uDataIndex].uNpotEmulation
#define uClipSplit data[uDataIndex].uClipSplit
#define uSpecularMaterial data[uDataIndex].uSpecularMaterial
#define uLightLevel data[uDataIndex].uLightLevel
#define uFogDensity data[uDataIndex].uFogDensity
#define uLightFactor data[uDataIndex].uLightFactor
#define uLightDist data[uDataIndex].uLightDist
#define uAlphaThreshold data[uDataIndex].uAlphaThreshold
#define uTextureIndex data[uDataIndex].uTextureIndex
#define uDepthFadeFalloff data[uDataIndex].uDepthFadeFalloff
#define VULKAN_COORDINATE_SYSTEM
#define HAS_UNIFORM_VERTEX_DATA
// GLSL spec 4.60, 8.15. Noise Functions
// https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf
// "The noise functions noise1, noise2, noise3, and noise4 have been deprecated starting with version 4.4 of GLSL.
// When not generating SPIR-V they are defined to return the value 0.0 or a vector whose components are all 0.0.
// When generating SPIR-V the noise functions are not declared and may not be used."
// However, we need to support mods with custom shaders created for OpenGL renderer
float noise1(float) { return 0; }
vec2 noise2(vec2) { return vec2(0); }
vec3 noise3(vec3) { return vec3(0); }
vec4 noise4(vec4) { return vec4(0); }