//Vertex Shader #version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/standarduniform.fs" //defines #define TEXTURE_MAP_SCALE 1.0 #define MODEL_TOTAL_DIM 16.0 //input buffers layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 4) in vec2 aTex; layout (location = 5) in vec3 samplerIndices; //the indices in the atlas of textures to sample layout (location = 6) in vec3 samplerRatioVectors; //the interpolated ratio of HOW MUCH to pull from each texture in the atlas //coordinate space transformation matrices uniform mat4 model; //output buffers out vec3 Normal; out vec3 FragPos; out vec3 ViewFragPos; out vec2 texPlane1; out vec2 texPlane2; out vec2 texPlane3; out vec4 FragPosLightSpace; out vec3 samplerIndexVec; //the indices in the atlas of textures to sample out vec3 samplerRatioVec; //the vector of HOW MUCH to pull from each texture in the atlas float map(float value, float min1, float max1, float min2, float max2); void main() { //normalize posiiton and normal vec4 FinalVertex = vec4(aPos, 1.0); vec4 FinalNormal = vec4(aNormal, 1.0); //push frag, normal, and texture positions to fragment shader FragPos = vec3(model * FinalVertex); ViewFragPos = vec3(standardUniforms.view * model * FinalVertex); Normal = mat3(transpose(inverse(model))) * aNormal; // //clamp the aPos vector to just shy of its surrounding values // //this prevents sampling across into the next texture // vec3 clampedPos = vec3(map(aPos.x,0,1,0.02,0.98), map(aPos.y,0,1,0.02,0.98), map(aPos.z,0,1,0.02,0.98)); //reference https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/ texPlane1 = aPos.zy * TEXTURE_MAP_SCALE; texPlane2 = aPos.xz * TEXTURE_MAP_SCALE; texPlane3 = aPos.xy * TEXTURE_MAP_SCALE; //flip first coordinate if the normal is negative //this minimizes texture flipping texPlane1.x = texPlane1.x * sign(Normal.x); texPlane2.x = texPlane2.x * sign(Normal.y); texPlane3.x = texPlane3.x * sign(Normal.z); //pass through what atlas'd textures to sample samplerIndexVec = samplerIndices; samplerRatioVec = samplerRatioVectors; //shadow map stuff FragPosLightSpace = standardUniforms.lightSpaceMatrix * vec4(FragPos, 1.0); //set final position with opengl space gl_Position = standardUniforms.projection * standardUniforms.view * model * FinalVertex; } float map(float value, float min1, float max1, float min2, float max2) { return min2 + (value - min1) * (max2 - min2) / (max1 - min1); }