#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #extension GL_EXT_nonuniform_qualifier : require struct MatPropData { int textureIndex; float highlightPosition; float thickness; }; struct GenericData { //! Delta time float dt; //! Elapsed time of the application float elapsedTime; //! Viewport width of the scene (excluding imgui, that means smaller than window) uint viewportWidth; //! Ditto but for height uint viewportHeight; }; layout(location = 0) in struct { vec4 vertPos; // location 0 vec2 uv; // location = 1 vec4 normal; // location = 2 vec4 worldPos; // location = 3 } In; // material stuff layout(location = 4) flat in struct { int materialIndex; uint eid; uint lightLayerIndex; vec3 screenSpacePos; } In2; layout (set = 0, binding = 0) uniform GenericDataBuffer { GenericData data; } genericDataBuffer; layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global) layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials { MatPropData data[]; } MatProp; layout(location = 0) out vec4 position; layout(location = 1) out uint outEntityID; layout(location = 2) out uint lightLayerIndices; layout(location = 3) out vec4 normals; layout(location = 4) out vec4 albedo; layout(location = 5) out vec4 worldSpacePosition; layout(location = 6) out vec4 objectVFX; float map (float value, float srcLow, float srcHigh, float dstLow, float dstHigh) { return dstLow + (value - srcLow) * (dstHigh - dstLow) / (srcHigh - srcLow); } void main() { position = In.vertPos; normals = In.normal; albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv); worldSpacePosition = In.worldPos; outEntityID = In2.eid; lightLayerIndices = In2.lightLayerIndex; float vpHeight = float (In2.screenSpacePos.y) - MatProp.data[In2.materialIndex].highlightPosition; vpHeight = float (int (vpHeight) % genericDataBuffer.data.viewportHeight); float scanlineScale = MatProp.data[In2.materialIndex].thickness * (1.0f - In2.screenSpacePos.z) * 100.0f; float lowerLimit = vpHeight - scanlineScale; float upperLimit = vpHeight + scanlineScale; if (gl_FragCoord.y > lowerLimit && gl_FragCoord.y < upperLimit) { float opacity = 0.0f; opacity = map (abs (gl_FragCoord.y - vpHeight), 0.0f, upperLimit - vpHeight, 0.0f, 1.0f); opacity = 1.0f - clamp (opacity, 0.0f, 1.0f); objectVFX = vec4(opacity); } else objectVFX = vec4(0.0f, 0.0f, 0.0f, 1.0f); }