#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 texPlane1; in vec2 texPlane2; in vec2 texPlane3; in vec4 FragPosLightSpace; in vec3 samplerIndexVec; //the indices in the atlas of textures to sample in vec3 samplerRatioVec; //the vector of HOW MUCH to pull from each texture in the atlas uniform vec3 viewPos; // uniform DirLight dirLight; // uniform PointLight pointLights[NR_POINT_LIGHTS]; // uniform SpotLight spotLight; uniform Material material; uniform mat4 view; /** The output */ out vec4 FragColor; // function prototypes vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, vec3 samplerIndexVec, vec3 samplerRatioVec, 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(texPlane1, texPlane2, texPlane3, norm, samplerIndexVec, samplerRatioVec, 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 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, vec3 samplerIndexVec, vec3 samplerRatioVec, Material material){ vec3 weights = abs(normal); //what is the index in the atlas of the texture for a given vertex int vert1AtlasIndex = int(samplerIndexVec.x); int vert2AtlasIndex = int(samplerIndexVec.y); int vert3AtlasIndex = int(samplerIndexVec.z); //what is the weight of that texture relative to the fragment float vert1Weight = samplerRatioVec.x; float vert2Weight = samplerRatioVec.y; float vert3Weight = samplerRatioVec.z; //the x-wise uv of the texture for vert1 vec2 vert1_x_uv = vec2( (fract(texPlane1.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.x,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane1.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.x / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //the x-wise uv of the texture for vert2 vec2 vert2_x_uv = vec2( (fract(texPlane1.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.y,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane1.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.y / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //the x-wise uv of the texture for vert3 vec2 vert3_x_uv = vec2( (fract(texPlane1.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.z,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane1.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.z / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //albedo for the X texture vec3 albedoX = texture(material.diffuse, vert1_x_uv).rgb * vert1Weight + texture(material.diffuse, vert2_x_uv).rgb * vert2Weight + texture(material.diffuse, vert3_x_uv).rgb * vert3Weight; //the y-wise uv of the texture for vert1 vec2 vert1_y_uv = vec2( (fract(texPlane2.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.x,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane2.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.x / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //the y-wise uv of the texture for vert2 vec2 vert2_y_uv = vec2( (fract(texPlane2.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.y,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane2.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.y / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //the y-wise uv of the texture for vert3 vec2 vert3_y_uv = vec2( (fract(texPlane2.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.z,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane2.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.z / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //albedo for the X texture vec3 albedoY = texture(material.diffuse, vert1_y_uv).rgb * vert1Weight + texture(material.diffuse, vert2_y_uv).rgb * vert2Weight + texture(material.diffuse, vert3_y_uv).rgb * vert3Weight; //the z-wise uv of the texture for vert1 vec2 vert1_z_uv = vec2( (fract(texPlane3.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.x,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane3.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.x / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //the z-wise uv of the texture for vert2 vec2 vert2_z_uv = vec2( (fract(texPlane3.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.y,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane3.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.y / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //the z-wise uv of the texture for vert3 vec2 vert3_z_uv = vec2( (fract(texPlane3.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.z,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL), (fract(texPlane3.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.z / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL) ); //albedo for the X texture vec3 albedoZ = texture(material.diffuse, vert1_z_uv).rgb * vert1Weight + texture(material.diffuse, vert2_z_uv).rgb * vert2Weight + texture(material.diffuse, vert3_z_uv).rgb * vert3Weight; return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z); }