Renderer/assets/Shaders/entities/terrain2/terrain2.fs
austin 46fc63bc63
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VisualShader work
2024-11-25 18:00:09 -05:00

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7.2 KiB
GLSL

#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);
}