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			161 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			7.2 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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| 
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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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| 
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| 
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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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| 
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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 texPlane1;
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| in vec2 texPlane2;
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| in vec2 texPlane3;
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| in vec4 FragPosLightSpace;
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| in vec3 samplerIndexVec; //the indices in the atlas of textures to sample
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| in vec3 samplerRatioVec; //the vector of HOW MUCH to pull from each texture in the atlas
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| 
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| 
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| uniform dvec3 viewPos;
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| // uniform DirLight dirLight;
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| // uniform PointLight pointLights[NR_POINT_LIGHTS];
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| // uniform SpotLight spotLight;
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| uniform Material material;
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| uniform mat4 view;
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| 
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| 
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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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| 
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| // function prototypes
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| vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, vec3 samplerIndexVec, vec3 samplerRatioVec, Material material);
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| 
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| void main(){
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|     vec3 norm = normalize(Normal);
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|     vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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|     
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|     //grab light intensity
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|     vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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| 
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|     //get color of base texture
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|     vec3 textureColor = getColor(texPlane1, texPlane2, texPlane3, norm, samplerIndexVec, samplerRatioVec, material);
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| 
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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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|     //
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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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| 
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|     //calculate final color
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|     vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
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| 
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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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| 
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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 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, vec3 samplerIndexVec, vec3 samplerRatioVec, Material material){
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| 
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|     vec3 weights = abs(normal);
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| 
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|     //what is the index in the atlas of the texture for a given vertex
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|     int vert1AtlasIndex = int(samplerIndexVec.x);
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|     int vert2AtlasIndex = int(samplerIndexVec.y);
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|     int vert3AtlasIndex = int(samplerIndexVec.z);
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| 
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|     //what is the weight of that texture relative to the fragment
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|     float vert1Weight = samplerRatioVec.x;
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|     float vert2Weight = samplerRatioVec.y;
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|     float vert3Weight = samplerRatioVec.z;
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| 
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|     //the x-wise uv of the texture for vert1
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|     vec2 vert1_x_uv = vec2(
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|         (fract(texPlane1.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.x,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane1.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.x / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
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|     );
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|     //the x-wise uv of the texture for vert2
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|     vec2 vert2_x_uv = vec2(
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|         (fract(texPlane1.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.y,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane1.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.y / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
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|     );
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|     //the x-wise uv of the texture for vert3
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|     vec2 vert3_x_uv = vec2(
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|         (fract(texPlane1.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.z,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane1.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.z / 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 albedoX = texture(material.diffuse, vert1_x_uv).rgb * vert1Weight + texture(material.diffuse, vert2_x_uv).rgb * vert2Weight + texture(material.diffuse, vert3_x_uv).rgb * vert3Weight;
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| 
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| 
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|     //the y-wise uv of the texture for vert1
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|     vec2 vert1_y_uv = vec2(
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|         (fract(texPlane2.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.x,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane2.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.x / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
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|     );
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|     //the y-wise uv of the texture for vert2
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|     vec2 vert2_y_uv = vec2(
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|         (fract(texPlane2.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.y,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane2.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.y / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
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|     );
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|     //the y-wise uv of the texture for vert3
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|     vec2 vert3_y_uv = vec2(
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|         (fract(texPlane2.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.z,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane2.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.z / 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 albedoY = texture(material.diffuse, vert1_y_uv).rgb * vert1Weight + texture(material.diffuse, vert2_y_uv).rgb * vert2Weight + texture(material.diffuse, vert3_y_uv).rgb * vert3Weight;
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| 
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| 
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| 
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| 
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|     //the z-wise uv of the texture for vert1
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|     vec2 vert1_z_uv = vec2(
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|         (fract(texPlane3.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.x,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane3.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.x / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
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|     );
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|     //the z-wise uv of the texture for vert2
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|     vec2 vert2_z_uv = vec2(
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|         (fract(texPlane3.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.y,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane3.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.y / ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL)
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|     );
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|     //the z-wise uv of the texture for vert3
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|     vec2 vert3_z_uv = vec2(
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|         (fract(texPlane3.x) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (mod(samplerIndexVec.z,ATLAS_EL_PER_ROW) * ATLAS_NORMALIZED_ELEMENT_WIDTH_FULL),
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|         (fract(texPlane3.y) * ATLAS_NORMALIZED_ELEMENT_WIDTH) + (round(samplerIndexVec.z / 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 albedoZ = texture(material.diffuse, vert1_z_uv).rgb * vert1Weight + texture(material.diffuse, vert2_z_uv).rgb * vert2Weight + texture(material.diffuse, vert3_z_uv).rgb * vert3Weight;
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|     
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| 
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|     return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
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| }
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