#version 410 core out vec4 FragColor; struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct DirLight { vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight { vec3 position; float constant; float linear; float quadratic; vec3 ambient; vec3 diffuse; vec3 specular; }; struct SpotLight { vec3 position; vec3 direction; float cutOff; float outerCutOff; float constant; float linear; float quadratic; vec3 ambient; vec3 diffuse; vec3 specular; }; #define NR_POINT_LIGHTS 10 in vec3 FragPos; in vec3 Normal; in vec2 TexCoord; in vec4 FragPosLightSpace; flat in ivec4 groundTexIndices; uniform vec3 viewPos; uniform DirLight dirLight; uniform PointLight pointLights[NR_POINT_LIGHTS]; uniform SpotLight spotLight; uniform Material material; //texture stuff // uniform sampler2D ourTexture; uniform int hasTransparency; // uniform sampler2D specularTexture; //light depth map uniform sampler2D shadowMap; //textures // // Goal is to have a texture for the current chunk and one for each nearnby chunk // // // // uniform sampler2D groundTextures1; // uniform sampler2D groundTextures2; // uniform sampler2D groundTextures3; // uniform sampler2D groundTextures4; // //fifth texture unit is for shadow map // uniform sampler2D groundTextures5; //this is for bindable ground textures uniform sampler2D groundTextures[10]; // function prototypes vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 texColor); vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir); vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir); float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal); vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4); vec4 getTextureColor(int index, vec2 coord){ if(index == 0){ return texture(groundTextures[0], coord); } if(index == 1){ return texture(groundTextures[1], coord); } if(index == 2){ return texture(groundTextures[2], coord); } if(index == 3){ return texture(groundTextures[3], coord); } if(index == 4){ return texture(groundTextures[4], coord); } // return vec3(1,1,1); return vec4(0,0,0,0); } void main(){ if(hasTransparency == 1){ if(texture(material.diffuse, TexCoord).a < 0.1){ discard; } } vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); // sampler2DArray text = groundTextures; // sampler2D test = groundTextures1; vec4 texColor1 = getTextureColor(groundTexIndices.x, TexCoord); vec4 texColor2 = getTextureColor(groundTexIndices.y, TexCoord); vec4 texColor3 = getTextureColor(groundTexIndices.z, TexCoord); vec4 texColor4 = getTextureColor(groundTexIndices.w, TexCoord); // vec4 texColor1 = texture(groundTextures[groundTexIndices.x], TexCoord); // vec4 texColor2 = texture(groundTextures[groundTexIndices.y], TexCoord); // vec4 texColor3 = texture(groundTextures[groundTexIndices.z], TexCoord); // vec4 texColor4 = texture(groundTextures[groundTexIndices.w], TexCoord); // vec4 texColor1 = texture(groundTextures[0], TexCoord); // vec4 texColor2 = texture(groundTextures[1], TexCoord); // vec4 texColor3 = texture(groundTextures[1], TexCoord); // vec4 texColor4 = texture(groundTextures[1], TexCoord); vec3 finalTexColor = blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4); // vec3 finalTexColor = vec3(0,0,0); // vec3 finalTexColor = mix(mix(texColor1,texColor2,TexCoord.x),mix(texColor3,texColor4,TexCoord.x),TexCoord.y).xyz;//blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4); // if(groundTexIndices.x != 1 || groundTexIndices.y != 0 || groundTexIndices.z != 0 || groundTexIndices.w != 0){ // finalTexColor = vec3(1,0,0); // } // vec3 finalTexColor = vec3(groundTexIndices.x,groundTexIndices.y,groundTexIndices.z); // vec3 finalTexColor = vec3(1.0,0,0); // vec4 tex2 = texture(groundTextures[int(groundTexIndices.y)], TexCoord); // vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos); // vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos); //get texture color // vec3 texColor = vec3(0,0,1);//blendedTextureColor(texPos, groundTexIndices); vec3 result = CalcDirLight(dirLight, norm, viewDir, finalTexColor); //for(int i = 0; i < NR_POINT_LIGHTS; i++){ // result += CalcPointLight(pointLights[i], norm, FragPos, viewDir); //} //result += CalcSpotLight(spotLight, norm, FragPos, viewDir); FragColor = vec4(result, 1);//texture(ourTexture, TexCoord);//vec4(result, 1.0); } // calculates the color when using a directional light. vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 texColor){ vec3 lightDir = normalize(-light.direction); // diffuse shading float diff = max(dot(normal, lightDir), 0.0); // specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // combine results // vec3 texColor = texture(material.diffuse, TexCoord).rgb; vec3 ambient = light.ambient; vec3 diffuse = light.diffuse * diff; //vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord).rgb); float shadow = ShadowCalculation(FragPosLightSpace, lightDir, normal); return ( ambient + (1.0-shadow) * diffuse ) * texColor;// + specular); } // calculates the color when using a point light. vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir){ vec3 lightDir = normalize(light.position - fragPos); // diffuse shading float diff = max(dot(normal, lightDir), 0.0); // specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // attenuation float distance = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); // combine results vec3 ambient = light.ambient * vec4(texture(material.diffuse, TexCoord)).xyz; vec3 diffuse = light.diffuse * diff * vec4(texture(material.diffuse, TexCoord)).xyz; vec3 specular = light.specular * spec * vec4(texture(material.specular, TexCoord)).xyz; ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; return (ambient + diffuse + specular); } // calculates the color when using a spot light. vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 lightDir = normalize(light.position - fragPos); // diffuse shading float diff = max(dot(normal, lightDir), 0.0); // specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // attenuation float distance = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); // spotlight intensity float theta = dot(lightDir, normalize(-light.direction)); float epsilon = light.cutOff - light.outerCutOff; float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0); // combine results vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoord)); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoord)); vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord)); ambient *= attenuation * intensity; diffuse *= attenuation * intensity; specular *= attenuation * intensity; return (ambient + diffuse + specular); } float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){ // perform perspective divide vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; //transform to NDC projCoords = projCoords * 0.5 + 0.5; //get closest depth from light's POV float closestDepth = texture(shadowMap, projCoords.xy).r; //get depth of current fragment float currentDepth = projCoords.z; //calculate bias float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005); //calculate shadow value float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; if(projCoords.z > 1.0){ shadow = 0.0; } // shadow = currentDepth; return shadow; } vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4){ // int texIndex1 = int(groundTexIndex.x * 2); // int texIndex2 = int(groundTexIndex.y * 2); // int texIndex3 = int(groundTexIndex.z * 2); // int texIndex4 = int(groundTexIndex.w * 2); // vec4 tex1 = texture2D(groundTextures[int(groundTexIndex.x * 2)], texPos); // vec4 tex2 = texture2D(groundTextures[int(groundTexIndex.y * 2)], texPos); // vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos); // vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos); // float percentTex1 = (texPos.x - 1) * (texPos.y - 1); // float percentTex2 = (texPos.x - 0) * (texPos.y - 1); // float percentTex3 = (texPos.x - 1) * (texPos.y - 0); // float percentTex4 = (texPos.x - 0) * (texPos.y - 0); return mix(mix(tex1,tex2,texPos.x),mix(tex3,tex4,texPos.x),texPos.y).rgb; }