Renderer/assets/Shaders/entities/fluid2/fluid2.fs
2025-05-19 14:50:58 -04:00

61 lines
1.4 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
#include "../../lib/material.fs"
#define FLUID_TRANSPARENCY 0.2f
in vec3 FragPos;
in vec3 ViewFragPos;
in vec3 Normal;
in vec2 texPlane1;
in vec2 texPlane2;
in vec2 texPlane3;
in vec4 FragPosLightSpace;
uniform dvec3 viewPos;
uniform Material material;
out vec4 FragColor;
// function prototypes
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material);
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
// Calculate the light to apply
vec3 light = getTotalLight(
material,
vec2(0),
vec3(viewPos.xyz),
FragPosLightSpace,
ViewFragPos,
FragPos,
norm,
viewDir
);
//calculate final color
vec3 finalColor = light;
//this final calculation is for transparency
FragColor = vec4(finalColor, FLUID_TRANSPARENCY);
}
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material){
vec3 weights = abs(normal);
vec3 albedoX = texture(material.diffuse, texPlane1).rgb;
vec3 albedoY = texture(material.diffuse, texPlane2).rgb;
vec3 albedoZ = texture(material.diffuse, texPlane3).rgb;
return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
}