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			80 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| //Vertex Shader
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| #version 450 core
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| #extension GL_ARB_shading_language_include : require
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| #include "../../lib/standarduniform.fs"
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| 
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| //defines
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| #define TEXTURE_MAP_SCALE 1.0
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| #define MODEL_TOTAL_DIM 16.0
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| 
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| 
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| //input buffers
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| layout (location = 0) in vec3 aPos;
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| layout (location = 1) in vec3 aNormal;
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| layout (location = 4) in vec2 aTex;
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| layout (location = 5) in vec3 samplerIndices; //the indices in the atlas of textures to sample
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| layout (location = 6) in vec3 samplerRatioVectors; //the interpolated ratio of HOW MUCH to pull from each texture in the atlas
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| 
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| 
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| //coordinate space transformation matrices
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| uniform mat4 model;
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| 
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| 
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| 
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| //output buffers
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| out vec3 Normal;
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| out vec3 FragPos;
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| out vec3 ViewFragPos;
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| out vec2 texPlane1;
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| out vec2 texPlane2;
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| out vec2 texPlane3;
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| out vec4 FragPosLightSpace;
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| out vec3 samplerIndexVec; //the indices in the atlas of textures to sample
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| out 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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| float map(float value, float min1, float max1, float min2, float max2);
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| 
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| void main() {
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|     //normalize posiiton and normal
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|     vec4 FinalVertex = vec4(aPos, 1.0);
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|     vec4 FinalNormal = vec4(aNormal, 1.0);
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| 
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| 
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|     //push frag, normal, and texture positions to fragment shader
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|     FragPos = vec3(model * FinalVertex);
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|     ViewFragPos = vec3(standardUniforms.view * model * FinalVertex);
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|     Normal = mat3(transpose(inverse(model))) * aNormal;
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|     
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|     // //clamp the aPos vector to just shy of its surrounding values
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|     // //this prevents sampling across into the next texture
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|     // vec3 clampedPos = vec3(map(aPos.x,0,1,0.02,0.98), map(aPos.y,0,1,0.02,0.98), map(aPos.z,0,1,0.02,0.98));
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|     //reference https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/
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|     texPlane1 = aPos.zy * TEXTURE_MAP_SCALE;
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|     texPlane2 = aPos.xz * TEXTURE_MAP_SCALE;
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|     texPlane3 = aPos.xy * TEXTURE_MAP_SCALE;
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| 
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|     //flip first coordinate if the normal is negative
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|     //this minimizes texture flipping
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|     texPlane1.x = texPlane1.x * sign(Normal.x);
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|     texPlane2.x = texPlane2.x * sign(Normal.y);
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|     texPlane3.x = texPlane3.x * sign(Normal.z);
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| 
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|     //pass through what atlas'd textures to sample
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|     samplerIndexVec = samplerIndices;
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|     samplerRatioVec = samplerRatioVectors;
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| 
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| 
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|     //shadow map stuff
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|     FragPosLightSpace = standardUniforms.lightSpaceMatrix * vec4(FragPos, 1.0);
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| 
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|     
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|     //set final position with opengl space
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|     gl_Position = standardUniforms.projection * standardUniforms.view * model * FinalVertex;
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| }
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| 
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| 
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| 
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| float map(float value, float min1, float max1, float min2, float max2) {
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|   return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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| } |