#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/lights.fs" //texture defines #define ATLAS_ELEMENT_DIM 256.0 #define ATLAS_DIM 8192.0 #define ATLAS_EL_PER_ROW 32 #define ATLAS_NORMALIZED_ELEMENT_WIDTH 0.031 //within the single texture within the atlas, we use this so we never go over the end of the texture #define ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL 0.03125 //used to properly shift from texture to texture in the atlas struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; in vec3 FragPos; in vec3 ViewFragPos; in vec3 Normal; in vec2 uv; in vec4 FragPosLightSpace; in flat int samplerIndexVec; //the indices in the atlas of textures to sample uniform vec3 viewPos; uniform Material material; /** Used for light cluster calculation */ uniform mat4 view; /** The output */ out vec4 FragColor; // function prototypes vec3 getColor(vec2 uv, vec3 normal, int samplerIndexVec, Material material); void main(){ vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(norm)); //get color of base texture vec3 textureColor = getColor(uv, norm, samplerIndexVec, material); //shadow float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), -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 final color vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4); //this final calculation is for transparency FragColor = vec4(finalColor, 1); } /** * The function that gets the texture color based on the triplanar texture mapping and the voxel type at each point along the vert. * See the triplanar mapping wiki article for an explanation of math involved. */ vec3 getColor(vec2 uv, vec3 normal, int samplerIndexVec, Material material){ //the uv of the texture clamped within the atlas vec2 actualUv = vec2( (fract(uv.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(uv.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //albedo for the X texture vec3 color = texture(material.diffuse, actualUv).rgb; return color; }