#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/lights.fs" #include "../../lib/material.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 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 vec2 getColor(vec2 uv, vec3 normal, int samplerIndexVec); void main(){ vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); //get color of base texture vec2 TexCoord = getColor(uv, norm, samplerIndexVec); // Calculate the light to apply vec3 light = getTotalLight( material, TexCoord, vec3(viewPos.xyz), FragPosLightSpace, ViewFragPos, FragPos, norm, viewDir ); //calculate final color vec3 finalColor = light; //this final calculation is for transparency FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a); } /** * 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. */ vec2 getColor(vec2 uv, vec3 normal, int samplerIndexVec){ //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) ); return actualUv; }