Renderer/assets/Shaders/entities/foliage/foliage.fs
austin f0179f8507
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file-controlled foliage coloration
2025-03-27 20:16:22 -04:00

106 lines
2.9 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
//foliage.fs
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
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));
//get color of base texture
// vec3 textureColor = vec3((norm.x + 1) / 2.0, norm.y, 1.0 - (norm.x + 1) / 2.0);
// vec3 textureColor = vec3(TexCoord,1.0);
// vec3 textureColor = vec3(0.17647,0.4,0.09411);//texture(material.diffuse, TexCoord).rgb;
//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);
// vec3 lightAmount = CalcDirLight(norm, viewDir);
// for(int i = 0; i < NR_POINT_LIGHTS; i++){
// lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
// }
//this final calculation is for transparency
FragColor = vec4(finalColor, 1.0);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
}
float easeIn(float interpolator){
return interpolator * interpolator;
}
float easeOut(float interpolator){
return 1 - easeIn(1 - interpolator);
}