vkdoom_m/wadsrc/static/shaders/scene/layout_frag.glsl
2024-06-13 12:50:43 +02:00

47 lines
1.1 KiB
GLSL

layout(location = 0) in vec4 vTexCoord;
layout(location = 1) in vec4 vColor;
layout(location = 9) in vec3 vLightmap;
#ifndef SIMPLE
layout(location = 2) in vec4 pixelpos;
layout(location = 3) in vec3 glowdist;
layout(location = 4) in vec3 gradientdist;
layout(location = 5) in vec4 vWorldNormal;
layout(location = 6) in vec4 vEyeNormal;
#endif
#ifdef NO_CLIPDISTANCE_SUPPORT
layout(location = 7) in vec4 ClipDistanceA;
layout(location = 8) in vec4 ClipDistanceB;
#endif
#if defined(USE_LEVELMESH)
layout(location = 10) in flat int uDataIndex;
#endif
layout(location=0) out vec4 FragColor;
#ifdef GBUFFER_PASS
layout(location=1) out vec4 FragFog;
layout(location=2) out vec4 FragNormal;
#endif
vec4 texture(int index, vec2 p)
{
return texture(textures[uTextureIndex + index], p);
}
ivec2 textureSize(int index, int lod)
{
return textureSize(textures[uTextureIndex + index], lod);
}
vec4 textureGrad(int index, vec2 P, vec2 dPdx, vec2 dPdy)
{
return textureGrad(textures[uTextureIndex + index], P, dPdx, dPdy);
}
vec4 texelFetch(int index, ivec2 P, int lod)
{
return texelFetch(textures[uTextureIndex + index], P, lod);
}