80 lines
2.1 KiB
GLSL
80 lines
2.1 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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#include "../../lib/material.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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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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uniform int blockAtlasIndex; //index of the block type in the texture atlas
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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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vec2 getColor(vec2 uv, vec3 normal, int samplerIndexVec);
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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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//get color of base texture
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vec2 TexCoord = getColor(uv, norm, blockAtlasIndex);
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// Calculate the light to apply
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vec3 light = getTotalLight(
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material,
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TexCoord,
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vec3(viewPos.xyz),
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FragPosLightSpace,
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ViewFragPos,
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FragPos,
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norm,
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viewDir
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);
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//calculate final color
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vec3 finalColor = light;
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//this final calculation is for transparency
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FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);
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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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vec2 getColor(vec2 uv, vec3 normal, int samplerIndexVec){
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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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return actualUv;
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} |