foliage uses new lighting flow
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austin 2025-05-19 14:56:25 -04:00
parent 0c15941efa
commit 1c7dfd26cf

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@ -5,6 +5,13 @@
//foliage.fs
/**
* Transparency of the foliage
*/
#define FOLIAGE_TRANSPARENCY 1.0
in vec3 FragPos;
in vec3 ViewFragPos;
in vec3 Normal;
@ -58,38 +65,23 @@ void main(){
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
//get color of base texture
// vec3 textureColor = vec3((norm.x + 1) / 2.0, norm.y, 1.0 - (norm.x + 1) / 2.0);
// vec3 textureColor = vec3(TexCoord,1.0);
// vec3 textureColor = vec3(0.17647,0.4,0.09411);//texture(material.diffuse, TexCoord).rgb;
//shadow
float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction.xyz), norm);
//
//point light calculations
uint clusterIndex = findCluster(ViewFragPos, zNear, zFar);
uint pointLightCount = clusters[clusterIndex].count;
for(int i = 0; i < pointLightCount; i++){
uint pointLightIndex = clusters[clusterIndex].lightIndices[i];
PointLight pointLight = pointLight[pointLightIndex];
lightIntensity = lightIntensity + CalcPointLight(pointLight, norm, FragPos, viewDir);
}
//error checking on light clusters
if(pointLightCount > MAX_LIGHTS_PER_CLUSTER){
FragColor = vec4(1.0f,0.0f,0.0f,1);
return;
}
// Calculate the light to apply
vec3 light = getTotalLight(
material,
textureColor,
vec3(viewPos.xyz),
FragPosLightSpace,
ViewFragPos,
FragPos,
norm,
viewDir
);
//calculate final color
vec3 finalColor = textureColor * lightIntensity;// * max(shadow,0.4);
// vec3 lightAmount = CalcDirLight(norm, viewDir);
// for(int i = 0; i < NR_POINT_LIGHTS; i++){
// lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
// }
vec3 finalColor = light;
//this final calculation is for transparency
FragColor = vec4(finalColor, 1.0);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
FragColor = vec4(finalColor, FOLIAGE_TRANSPARENCY);
}
float easeIn(float interpolator){