specular_merge.glsl 958 B

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  1. #[vertex]
  2. #version 450
  3. VERSION_DEFINES
  4. layout(location = 0) out vec2 uv_interp;
  5. void main() {
  6. 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));
  7. uv_interp = base_arr[gl_VertexIndex];
  8. gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
  9. }
  10. #[fragment]
  11. #version 450
  12. VERSION_DEFINES
  13. layout(location = 0) in vec2 uv_interp;
  14. layout(set = 0, binding = 0) uniform sampler2D specular;
  15. #ifdef MODE_SSR
  16. layout(set = 1, binding = 0) uniform sampler2D ssr;
  17. #endif
  18. #ifdef MODE_MERGE
  19. layout(set = 2, binding = 0) uniform sampler2D diffuse;
  20. #endif
  21. layout(location = 0) out vec4 frag_color;
  22. void main() {
  23. frag_color.rgb = texture(specular, uv_interp).rgb;
  24. frag_color.a = 0.0;
  25. #ifdef MODE_SSR
  26. vec4 ssr_color = texture(ssr, uv_interp);
  27. frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
  28. #endif
  29. #ifdef MODE_MERGE
  30. frag_color += texture(diffuse, uv_interp);
  31. #endif
  32. //added using additive blend
  33. }