Files
stk-code/data/shaders/ge_shaders/displace_transparent.frag

49 lines
1.6 KiB
GLSL

layout(location = 0) in vec4 f_vertex_color;
layout(location = 1) in vec2 f_uv;
layout(location = 3) flat in int f_material_id;
layout(location = 0) out vec4 o_color;
layout(push_constant) uniform Constants
{
vec4 m_displace_direction;
} u_push_constants;
#include "utils/camera.glsl"
#include "utils/constants_utils.glsl"
#include "utils/sample_mesh_texture.glsl"
#include "../utils/displace_utils.frag"
layout (set = 3, binding = 0) uniform sampler2D u_displace_mask;
layout (set = 3, binding = 1) uniform sampler2D u_displace_ssr;
void main()
{
#ifdef PBR_ENABLED
vec4 color = sampleMeshTexture0(f_material_id, f_uv) * f_vertex_color;
vec3 mixed_color = color.xyz;
float alpha = color.w;
mixed_color = convertColor(mixed_color);
if (u_ssr)
{
float alpha = sampleMeshTexture0(f_material_id, f_uv).a;
if (alpha == 0.0)
{
o_color = vec4(mixed_color * alpha, alpha);
return;
}
float horiz = sampleMeshTexture2(f_material_id, f_uv + u_push_constants.m_displace_direction.xy * 150.).x;
float vert = sampleMeshTexture2(f_material_id, (f_uv.yx + u_push_constants.m_displace_direction.zw * 150.) * vec2(0.9)).x;
vec2 shift = getDisplaceShift(horiz, vert);
ivec2 uv = getDisplaceUV(shift, u_camera.m_viewport, u_displace_mask);
vec3 reflection = texelFetch(u_displace_ssr, uv, 0).xyz;
o_color = vec4(mixed_color * alpha * 0.5 + reflection * alpha * 0.5 ,
alpha);
}
else
{
o_color = vec4(mixed_color * alpha, alpha);
}
#endif
}