80 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450 core
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#extension GL_ARB_shading_language_include : require
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#include "../../lib/lights.fs"
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#include "../../lib/material.fs"
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//texture defines
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#define ATLAS_ELEMENT_DIM 256.0
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#define ATLAS_DIM 8192.0
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#define ATLAS_EL_PER_ROW 32
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#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
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#define ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL 0.03125 //used to properly shift from texture to texture in the atlas
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in vec3 FragPos;
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in vec3 ViewFragPos;
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in vec3 Normal;
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in vec2 uv;
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in vec4 FragPosLightSpace;
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uniform int blockAtlasIndex; //index of the block type in the texture atlas
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uniform vec3 viewPos;
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uniform Material material;
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/**
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Used for light cluster calculation
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*/
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uniform mat4 view;
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/**
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The output
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*/
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out vec4 FragColor;
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// function prototypes
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vec2 getColor(vec2 uv, vec3 normal, int samplerIndexVec);
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void main(){
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    vec3 norm = normalize(Normal);
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    vec3 viewDir = normalize(viewPos - FragPos);
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    //get color of base texture
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    vec2 TexCoord = getColor(uv, norm, blockAtlasIndex);
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    // Calculate the light to apply
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    vec3 light = getTotalLight(
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        material,
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        TexCoord,
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        vec3(viewPos.xyz),
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        FragPosLightSpace,
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        ViewFragPos,
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        FragPos,
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        norm,
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        viewDir
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    );
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    //calculate final color
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    vec3 finalColor = light;
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    //this final calculation is for transparency
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    FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);
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}
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/**
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 * The function that gets the texture color based on the triplanar texture mapping and the voxel type at each point along the vert.
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 * See the triplanar mapping wiki article for an explanation of math involved.
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 */
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vec2 getColor(vec2 uv, vec3 normal, int samplerIndexVec){
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    //the uv of the texture clamped within the atlas
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    vec2 actualUv = vec2(
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        (fract(uv.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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        (fract(uv.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
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    );
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    return actualUv;
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} |