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#[vertex]
#version 450
#VERSION_DEFINES
#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
#extension GL_EXT_multiview : enable
#endif
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#define ViewIndex gl_ViewIndex
#else // has_VK_KHR_multiview
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
#endif //USE_MULTIVIEW
#ifdef USE_MULTIVIEW
layout(location = 0) out vec3 uv_interp;
#else // USE_MULTIVIEW
layout(location = 0) out vec2 uv_interp;
#endif //USE_MULTIVIEW
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
#ifdef USE_MULTIVIEW
uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex);
gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
#else
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
#endif
}
#[fragment]
#version 450
#VERSION_DEFINES
#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
#extension GL_EXT_multiview : enable
#endif
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#define ViewIndex gl_ViewIndex
#else // has_VK_KHR_multiview
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
#endif //USE_MULTIVIEW
#ifdef USE_MULTIVIEW
layout(location = 0) in vec3 uv_interp;
#else // USE_MULTIVIEW
layout(location = 0) in vec2 uv_interp;
#endif //USE_MULTIVIEW
#ifdef USE_MULTIVIEW
layout(set = 0, binding = 0) uniform sampler2DArray specular;
#else // USE_MULTIVIEW
layout(set = 0, binding = 0) uniform sampler2D specular;
#endif //USE_MULTIVIEW
#ifdef MODE_SSR
#ifdef USE_MULTIVIEW
layout(set = 1, binding = 0) uniform sampler2DArray ssr;
#else // USE_MULTIVIEW
layout(set = 1, binding = 0) uniform sampler2D ssr;
#endif //USE_MULTIVIEW
#endif
#ifdef MODE_MERGE
#ifdef USE_MULTIVIEW
layout(set = 2, binding = 0) uniform sampler2DArray diffuse;
#else // USE_MULTIVIEW
layout(set = 2, binding = 0) uniform sampler2D diffuse;
#endif //USE_MULTIVIEW
#endif
layout(location = 0) out vec4 frag_color;
void main() {
frag_color.rgb = texture(specular, uv_interp).rgb;
frag_color.a = 0.0;
#ifdef MODE_SSR
vec4 ssr_color = texture(ssr, uv_interp);
frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
#endif
#ifdef MODE_MERGE
frag_color += texture(diffuse, uv_interp);
#endif
//added using additive blend
}
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