engine/bin/data/shaders/display/renderTarget.h

50 lines
1.5 KiB
C

#include "../common/macros.h"
#define TEXTURES 1
#define CUBEMAPS 1
#if !MULTISAMPLING
layout (binding = 1) uniform usampler2D samplerId;
layout (binding = 2) uniform sampler2D samplerNormals;
#if DEFERRED_SAMPLING
layout (binding = 3) uniform sampler2D samplerUvs;
#else
layout (binding = 4) uniform sampler2D samplerAlbedo;
#endif
#else
layout (binding = 1) uniform usampler2DMS samplerId;
layout (binding = 2) uniform sampler2DMS samplerNormals;
#if DEFERRED_SAMPLING
layout (binding = 3) uniform sampler2DMS samplerUvs;
#else
layout (binding = 4) uniform sampler2DMS samplerAlbedo;
#endif
#endif
#include "../common/structs.h"
#include "../common/functions.h"
layout (location = 0) in vec2 inUv;
layout (location = 1) in float inAlpha;
layout (location = 2) in Cursor inCursor;
layout (location = 0) out vec4 outAlbedo;
void main() {
#if DEFERRED_SAMPLING
#else
#if !MULTISAMPLING
outAlbedo = texture( samplerAlbedo, inUv );
#else
outAlbedo = resolve( samplerAlbedo, ivec2(inUv * textureSize(samplerId)) );
#endif
#endif
if ( inCursor.radius.x <= 0 || inCursor.radius.y <= 0 ) return;
float dist = pow(inUv.x - inCursor.position.x, 2) / pow(inCursor.radius.x, 2) + pow(inUv.y - inCursor.position.y, 2) / pow(inCursor.radius.y, 2);
if ( dist <= 1 ) {
float attenuation = dist;
outAlbedo.rgb = mix( inCursor.color.rgb * inCursor.color.a, outAlbedo.rgb, attenuation );
}
if ( inAlpha < 1.0 ) outAlbedo.a = inAlpha;
}