engine/bin/data/shaders/gui.frag.glsl
2021-02-12 00:00:00 -06:00

66 lines
1.4 KiB
GLSL

#version 450
#define UF_DEFERRED_SAMPLING 0
#define UF_CAN_DISCARD 1
layout (binding = 1) uniform sampler2D samplerTexture;
struct Gui {
vec4 offset;
vec4 color;
int mode;
float depth;
vec2 padding;
};
layout (location = 0) in vec2 inUv;
layout (location = 1) in flat Gui inGui;
layout (location = 0) out uvec2 outId;
layout (location = 1) out vec2 outNormals;
#if UF_DEFERRED_SAMPLING
layout (location = 2) out vec2 outUvs;
#else
layout (location = 2) out vec4 outAlbedo;
#endif
vec2 encodeNormals( vec3 n ) {
float p = sqrt(n.z*8+8);
return n.xy/p + 0.5;
}
float mipLevel( in vec2 uv ) {
vec2 dx_vtc = dFdx(uv);
vec2 dy_vtc = dFdy(uv);
return 0.5 * log2(max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)));
}
void main() {
if ( inUv.x < inGui.offset.x ) discard;
if ( inUv.y < inGui.offset.y ) discard;
if ( inUv.x > inGui.offset.z ) discard;
if ( inUv.y > inGui.offset.w ) discard;
float mip = mipLevel(inUv.xy);
vec2 uv = inUv.xy;
vec4 C = vec4(1, 1, 1, 1);
//vec3 N = inNormal;
#if UF_DEFERRED_SAMPLING
outUvs = wrap(inUv.xy);
vec4 outAlbedo = vec4(0,0,0,0);
#endif
#if !UF_DEFERRED_SAMPLING || UF_CAN_DISCARD
C = textureLod( samplerTexture, uv, mip );
#endif
#if !UF_DEFERRED_SAMPLING
if ( inGui.mode == 1 ) {
C = inGui.color;
} else {
C *= inGui.color;
}
outAlbedo = C;
#endif
/*
outNormals = encodeNormals( N );
outId = ivec2(0, 0);
*/
}