LumixEngine/data/pipelines/editor_icon.shd
2023-09-15 17:27:30 +02:00

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include "pipelines/common.glsl"
texture_slot {
name = "Albedo",
default_texture = "textures/common/white.tga"
}
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vertex_shader [[
layout(std140, binding = 4) uniform Model {
mat4 u_model;
};
layout(location = 0) in vec3 a_position;
#ifdef UV0_ATTR
layout(location = UV0_ATTR) in vec2 a_uv;
#else
const vec2 a_uv = vec2(0, 0);
#endif
#ifdef NORMAL_ATTR
layout(location = NORMAL_ATTR) in vec3 a_normal;
#else
const vec3 a_normal = vec3(0, 1, 0);
#endif
layout (location = 0) out vec2 v_uv;
layout (location = 1) out vec3 v_wpos;
layout (location = 2) out vec3 v_normal;
void main() {
v_uv = a_uv;
vec4 p = Global.view * u_model * vec4(a_position, 1);
v_wpos = p.xyz;
v_normal = a_normal;
gl_Position = Global.projection_no_jitter * p;
}
]]
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fragment_shader [[
layout (binding=0) uniform sampler2D t_albedo;
layout (binding=1) uniform sampler2D t_gbuffer_depth;
layout (location = 0) in vec2 v_uv;
layout (location = 1) in vec3 v_wpos;
layout (location = 2) in vec3 v_normal;
layout(location = 0) out vec4 o_color;
void main() {
vec2 screen_uv = gl_FragCoord.xy / Global.framebuffer_size;
vec3 wpos = getViewPosition(t_gbuffer_depth, Global.inv_view_projection, screen_uv);
vec4 albedo = texture(t_albedo, v_uv);
#ifdef ALPHA_CUTOUT
if(albedo.a < 0.5) discard;
#endif
float d = dot(Global.light_dir.xyz, v_normal);
o_color.rgb = albedo.rgb * saturate(max(0, -d) + 0.25 * max(0, d) + 0.25);
o_color.a = 1;
if(length(wpos) < length(v_wpos)) o_color.rgb *= 0.25;
}
]]