Renderer/assets/Shaders/entities/terrain2/terrain2.fs
austin f02d9979e3
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit
leverage standard uniforms buffer
2025-05-25 00:34:46 -04:00

155 lines
6.7 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
#include "../../lib/material.fs"
#include "../../lib/standarduniform.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
/**
* Transparency of the terrain
*/
#define TERRAIN_TRANSPARENCY 1.0
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 dvec3 viewPos;
// uniform DirLight dirLight;
// uniform PointLight pointLights[NR_POINT_LIGHTS];
// uniform SpotLight spotLight;
uniform Material material;
/**
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(vec3(viewPos) - FragPos);
//get color of base texture
vec3 albedo = getColor(texPlane1, texPlane2, texPlane3, norm, samplerIndexVec, samplerRatioVec, material);
// Calculate the light to apply
vec3 light = getTotalLight(
material,
albedo,
vec3(viewPos.xyz),
FragPosLightSpace,
ViewFragPos,
FragPos,
norm,
viewDir
);
//calculate final color
vec3 finalColor = light;
//this final calculation is for transparency
FragColor = vec4(finalColor, TERRAIN_TRANSPARENCY);
}
/**
* 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);
}