veloren/assets/voxygen/shaders/terrain-frag.glsl

49 lines
1.5 KiB
Plaintext
Raw Normal View History

2019-01-14 23:13:58 +00:00
#version 330 core
#include <globals.glsl>
2019-01-14 23:13:58 +00:00
in vec3 f_pos;
flat in uint f_pos_norm;
2019-01-14 23:13:58 +00:00
in vec3 f_col;
2019-05-31 20:37:11 +00:00
in float f_light;
2019-01-14 23:13:58 +00:00
layout (std140)
uniform u_locals {
vec3 model_offs;
2019-09-24 15:43:51 +00:00
float load_time;
2019-01-14 23:13:58 +00:00
};
out vec4 tgt_color;
2019-07-21 15:04:36 +00:00
#include <sky.glsl>
#include <light.glsl>
2019-01-14 23:13:58 +00:00
void main() {
// First 3 normals are negative, next 3 are positive
2020-01-19 18:27:03 +00:00
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (f_pos_norm >> 30) & 0x3u;
// Increase array access by 3 to access positive values
uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
// Use an array to avoid conditional branching
2019-11-19 13:20:20 +00:00
vec3 f_norm = normals[(f_pos_norm >> 29) & 0x7u];
vec3 light, diffuse_light, ambient_light;
2019-10-08 11:07:10 +00:00
get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
2019-09-25 12:00:00 +00:00
float point_shadow = shadow_at(f_pos, f_norm);
diffuse_light *= f_light * point_shadow;
ambient_light *= f_light * point_shadow;
vec3 point_light = light_at(f_pos, f_norm);
light += point_light;
diffuse_light += point_light;
vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light);
2019-08-16 14:58:14 +00:00
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
2019-11-18 12:02:10 +00:00
vec4 clouds;
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
2019-11-18 22:03:12 +00:00
vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
2019-06-05 15:22:06 +00:00
tgt_color = vec4(color, 1.0);
2019-01-14 23:13:58 +00:00
}