Renderer/assets/Shaders/entities/foliage/foliage.fs
austin 1c7dfd26cf
All checks were successful
studiorailgun/Renderer/pipeline/head This commit looks good
foliage uses new lighting flow
2025-05-19 14:56:25 -04:00

93 lines
1.9 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
#include "../../lib/material.fs"
//foliage.fs
/**
* Transparency of the foliage
*/
#define FOLIAGE_TRANSPARENCY 1.0
in vec3 FragPos;
in vec3 ViewFragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
in vec3 normalRot1;
in vec3 normalRot2;
uniform dvec3 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;
uniform vec3 baseColor;
uniform vec3 tipColor;
uniform mat4 view;
/**
The output
*/
out vec4 FragColor;
// function prototypes
float easeIn(float interpolator);
float easeOut(float interpolator);
void main(){
//basic vars
float heightPercent = TexCoord.y;
//calculate color
vec3 textureColor = mix(baseColor,tipColor,easeIn(heightPercent));
//mix normals
float normalMix = TexCoord.x;
float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing));
vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier);
// vec3 norm = normalize(Normal * normalMultiplier);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
// Calculate the light to apply
vec3 light = getTotalLight(
material,
textureColor,
vec3(viewPos.xyz),
FragPosLightSpace,
ViewFragPos,
FragPos,
norm,
viewDir
);
//calculate final color
vec3 finalColor = light;
//this final calculation is for transparency
FragColor = vec4(finalColor, FOLIAGE_TRANSPARENCY);
}
float easeIn(float interpolator){
return interpolator * interpolator;
}
float easeOut(float interpolator){
return 1 - easeIn(1 - interpolator);
}