96 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			2.9 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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//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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struct Material {
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    sampler2D diffuse;
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    sampler2D specular;
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    float shininess;
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}; 
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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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in flat int samplerIndexVec; //the indices in the atlas of textures to sample
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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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vec3 getColor(vec2 uv, vec3 normal, int samplerIndexVec, Material material);
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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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    //grab light intensity
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    vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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    //get color of base texture
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    vec3 textureColor = getColor(uv, norm, samplerIndexVec, material);
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    //shadow
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    float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), -norm);
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    //
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    //point light calculations
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    uint clusterIndex = findCluster(ViewFragPos, zNear, zFar);
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    uint pointLightCount = clusters[clusterIndex].count;
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    for(int i = 0; i < pointLightCount; i++){
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        uint pointLightIndex = clusters[clusterIndex].lightIndices[i];
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        PointLight pointLight = pointLight[pointLightIndex];
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        lightIntensity = lightIntensity + CalcPointLight(pointLight, norm, FragPos, viewDir);
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    }
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    //error checking on light clusters
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    if(pointLightCount > MAX_LIGHTS_PER_CLUSTER){
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        FragColor = vec4(1.0f,0.0f,0.0f,1);
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        return;
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    }
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    //calculate final color
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    vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
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    //this final calculation is for transparency
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    FragColor = vec4(finalColor, 1);
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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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vec3 getColor(vec2 uv, vec3 normal, int samplerIndexVec, Material material){
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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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    //albedo for the X texture
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    vec3 color = texture(material.diffuse, actualUv).rgb;
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    return color;
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} |