96 lines
2.9 KiB
GLSL
96 lines
2.9 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 uv;
|
|
in vec4 FragPosLightSpace;
|
|
|
|
|
|
uniform int blockAtlasIndex; //index of the block type in the texture atlas
|
|
uniform vec3 viewPos;
|
|
uniform Material material;
|
|
|
|
/**
|
|
Used for light cluster calculation
|
|
*/
|
|
uniform mat4 view;
|
|
|
|
/**
|
|
The output
|
|
*/
|
|
out vec4 FragColor;
|
|
|
|
|
|
// function prototypes
|
|
vec4 getColor(vec2 uv, vec3 normal, int blockIndex, 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
|
|
vec4 textureColor = getColor(uv, norm, blockAtlasIndex, 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.rgb * lightIntensity * max(shadow,0.4);
|
|
|
|
//this final calculation is for transparency
|
|
FragColor = vec4(finalColor, textureColor.a);
|
|
}
|
|
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
vec4 getColor(vec2 uv, vec3 normal, int blockIndex, Material material){
|
|
|
|
//the uv of the texture clamped within the atlas
|
|
vec2 actualUv = vec2(
|
|
(fract(uv.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(blockIndex,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
|
|
(fract(uv.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(blockIndex / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
|
|
);
|
|
//albedo for the X texture
|
|
vec4 color = texture(material.diffuse, actualUv);
|
|
|
|
|
|
return color;
|
|
} |