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