Renderer/assets/Shaders/terrain/terrain.fs
2021-10-09 16:22:33 -04:00

275 lines
9.4 KiB
GLSL

#version 410 core
out vec4 FragColor;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct SpotLight {
vec3 position;
vec3 direction;
float cutOff;
float outerCutOff;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
#define NR_POINT_LIGHTS 10
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
flat in ivec4 groundTexIndices;
uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform Material material;
//texture stuff
// uniform sampler2D ourTexture;
uniform int hasTransparency;
// uniform sampler2D specularTexture;
//light depth map
uniform sampler2D shadowMap;
//textures
//
// Goal is to have a texture for the current chunk and one for each nearnby chunk
//
//
//
// uniform sampler2D groundTextures1;
// uniform sampler2D groundTextures2;
// uniform sampler2D groundTextures3;
// uniform sampler2D groundTextures4;
// //fifth texture unit is for shadow map
// uniform sampler2D groundTextures5;
//this is for bindable ground textures
uniform sampler2D groundTextures[10];
// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 texColor);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4);
vec4 getTextureColor(int index, vec2 coord){
if(index == 0){
return texture(groundTextures[0], coord);
}
if(index == 1){
return texture(groundTextures[1], coord);
}
if(index == 2){
return texture(groundTextures[2], coord);
}
if(index == 3){
return texture(groundTextures[3], coord);
}
if(index == 4){
return texture(groundTextures[4], coord);
}
// return vec3(1,1,1);
return vec4(0,0,0,0);
}
void main(){
if(hasTransparency == 1){
if(texture(material.diffuse, TexCoord).a < 0.1){
discard;
}
}
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
// sampler2DArray text = groundTextures;
// sampler2D test = groundTextures1;
vec4 texColor1 = getTextureColor(groundTexIndices.x, TexCoord);
vec4 texColor2 = getTextureColor(groundTexIndices.y, TexCoord);
vec4 texColor3 = getTextureColor(groundTexIndices.z, TexCoord);
vec4 texColor4 = getTextureColor(groundTexIndices.w, TexCoord);
// vec4 texColor1 = texture(groundTextures[groundTexIndices.x], TexCoord);
// vec4 texColor2 = texture(groundTextures[groundTexIndices.y], TexCoord);
// vec4 texColor3 = texture(groundTextures[groundTexIndices.z], TexCoord);
// vec4 texColor4 = texture(groundTextures[groundTexIndices.w], TexCoord);
// vec4 texColor1 = texture(groundTextures[0], TexCoord);
// vec4 texColor2 = texture(groundTextures[1], TexCoord);
// vec4 texColor3 = texture(groundTextures[1], TexCoord);
// vec4 texColor4 = texture(groundTextures[1], TexCoord);
vec3 finalTexColor = blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
// vec3 finalTexColor = vec3(0,0,0);
// vec3 finalTexColor = mix(mix(texColor1,texColor2,TexCoord.x),mix(texColor3,texColor4,TexCoord.x),TexCoord.y).xyz;//blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
// if(groundTexIndices.x != 1 || groundTexIndices.y != 0 || groundTexIndices.z != 0 || groundTexIndices.w != 0){
// finalTexColor = vec3(1,0,0);
// }
// vec3 finalTexColor = vec3(groundTexIndices.x,groundTexIndices.y,groundTexIndices.z);
// vec3 finalTexColor = vec3(1.0,0,0);
// vec4 tex2 = texture(groundTextures[int(groundTexIndices.y)], TexCoord);
// vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos);
// vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos);
//get texture color
// vec3 texColor = vec3(0,0,1);//blendedTextureColor(texPos, groundTexIndices);
vec3 result = CalcDirLight(dirLight, norm, viewDir, finalTexColor);
//for(int i = 0; i < NR_POINT_LIGHTS; i++){
// result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
//}
//result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
FragColor = vec4(result, 1);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
}
// calculates the color when using a directional light.
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec3 texColor){
vec3 lightDir = normalize(-light.direction);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// combine results
// vec3 texColor = texture(material.diffuse, TexCoord).rgb;
vec3 ambient = light.ambient;
vec3 diffuse = light.diffuse * diff;
//vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord).rgb);
float shadow = ShadowCalculation(FragPosLightSpace, lightDir, normal);
return ( ambient + (1.0-shadow) * diffuse ) * texColor;// + specular);
}
// calculates the color when using a point light.
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir){
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// combine results
vec3 ambient = light.ambient * vec4(texture(material.diffuse, TexCoord)).xyz;
vec3 diffuse = light.diffuse * diff * vec4(texture(material.diffuse, TexCoord)).xyz;
vec3 specular = light.specular * spec * vec4(texture(material.specular, TexCoord)).xyz;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// calculates the color when using a spot light.
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// spotlight intensity
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
// combine results
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoord));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoord));
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord));
ambient *= attenuation * intensity;
diffuse *= attenuation * intensity;
specular *= attenuation * intensity;
return (ambient + diffuse + specular);
}
float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
//transform to NDC
projCoords = projCoords * 0.5 + 0.5;
//get closest depth from light's POV
float closestDepth = texture(shadowMap, projCoords.xy).r;
//get depth of current fragment
float currentDepth = projCoords.z;
//calculate bias
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
//calculate shadow value
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
if(projCoords.z > 1.0){
shadow = 0.0;
}
// shadow = currentDepth;
return shadow;
}
vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4){
// int texIndex1 = int(groundTexIndex.x * 2);
// int texIndex2 = int(groundTexIndex.y * 2);
// int texIndex3 = int(groundTexIndex.z * 2);
// int texIndex4 = int(groundTexIndex.w * 2);
// vec4 tex1 = texture2D(groundTextures[int(groundTexIndex.x * 2)], texPos);
// vec4 tex2 = texture2D(groundTextures[int(groundTexIndex.y * 2)], texPos);
// vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos);
// vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos);
// float percentTex1 = (texPos.x - 1) * (texPos.y - 1);
// float percentTex2 = (texPos.x - 0) * (texPos.y - 1);
// float percentTex3 = (texPos.x - 1) * (texPos.y - 0);
// float percentTex4 = (texPos.x - 0) * (texPos.y - 0);
return mix(mix(tex1,tex2,texPos.x),mix(tex3,tex4,texPos.x),texPos.y).rgb;
}