godot/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
Dario 5a30a7e7cd Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
2025-05-27 12:45:27 -03:00

80 lines
1.7 KiB
GLSL

#[vertex]
#version 450
#VERSION_DEFINES
#if defined(USE_MULTIVIEW)
#extension GL_EXT_multiview : enable
#define ViewIndex gl_ViewIndex
#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[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
#ifdef USE_MULTIVIEW
uv_interp.z = ViewIndex;
#endif
}
#[fragment]
#version 450
#VERSION_DEFINES
#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
}