Kelsidavis-WoWee/assets/shaders/wmo.frag.glsl

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#version 450
layout(set = 0, binding = 0) uniform PerFrame {
mat4 view;
mat4 projection;
mat4 lightSpaceMatrix;
vec4 lightDir;
vec4 lightColor;
vec4 ambientColor;
vec4 viewPos;
vec4 fogColor;
vec4 fogParams;
vec4 shadowParams;
};
layout(set = 1, binding = 0) uniform sampler2D uTexture;
layout(set = 1, binding = 1) uniform WMOMaterial {
int hasTexture;
int alphaTest;
int unlit;
int isInterior;
float specularIntensity;
int isWindow;
int enableNormalMap;
int enablePOM;
float pomScale;
int pomMaxSamples;
float heightMapVariance;
float normalMapStrength;
int isLava;
};
layout(set = 1, binding = 2) uniform sampler2D uNormalHeightMap;
layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap;
layout(location = 0) in vec3 FragPos;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 TexCoord;
layout(location = 3) in vec4 VertColor;
layout(location = 4) in vec3 Tangent;
layout(location = 5) in vec3 Bitangent;
layout(location = 0) out vec4 outColor;
const float SHADOW_TEXEL = 1.0 / 4096.0;
float sampleShadowPCF(sampler2DShadow smap, vec3 coords) {
float shadow = 0.0;
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
shadow += texture(smap, vec3(coords.xy + vec2(x, y) * SHADOW_TEXEL, coords.z));
}
}
return shadow / 9.0;
}
// LOD factor from screen-space UV derivatives
float computeLodFactor() {
vec2 dx = dFdx(TexCoord);
vec2 dy = dFdy(TexCoord);
float texelDensity = max(dot(dx, dx), dot(dy, dy));
// Low density = close/head-on = full detail (0)
// High density = far/steep = vertex normals only (1)
return smoothstep(0.0001, 0.005, texelDensity);
}
// Parallax Occlusion Mapping with angle-adaptive sampling
vec2 parallaxOcclusionMap(vec2 uv, vec3 viewDirTS, float lodFactor) {
float VdotN = abs(viewDirTS.z); // 1=head-on, 0=grazing
// Fade out POM at grazing angles to avoid distortion
if (VdotN < 0.15) return uv;
float angleFactor = clamp(VdotN, 0.15, 1.0);
int maxS = pomMaxSamples;
int minS = max(maxS / 4, 4);
int numSamples = int(mix(float(minS), float(maxS), angleFactor));
numSamples = int(mix(float(minS), float(numSamples), 1.0 - lodFactor));
float layerDepth = 1.0 / float(numSamples);
float currentLayerDepth = 0.0;
// Direction to shift UV per layer — clamp denominator to prevent explosion at grazing angles
vec2 P = viewDirTS.xy / max(VdotN, 0.15) * pomScale;
// Hard-clamp total UV offset to prevent texture swimming
float maxOffset = pomScale * 3.0;
P = clamp(P, vec2(-maxOffset), vec2(maxOffset));
vec2 deltaUV = P / float(numSamples);
vec2 currentUV = uv;
float currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a;
// Ray march through layers
for (int i = 0; i < 64; i++) {
if (i >= numSamples || currentLayerDepth >= currentDepthMapValue) break;
currentUV -= deltaUV;
currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a;
currentLayerDepth += layerDepth;
}
// Interpolate between last two layers for smooth result
vec2 prevUV = currentUV + deltaUV;
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = (1.0 - texture(uNormalHeightMap, prevUV).a) - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth + 0.0001);
vec2 result = mix(currentUV, prevUV, weight);
// Fade toward original UV at grazing angles for smooth transition
float fadeFactor = smoothstep(0.15, 0.35, VdotN);
return mix(uv, result, fadeFactor);
}
void main() {
float lodFactor = computeLodFactor();
vec3 vertexNormal = normalize(Normal);
if (!gl_FrontFacing) vertexNormal = -vertexNormal;
// Compute final UV (with POM if enabled)
vec2 finalUV = TexCoord;
// Lava/magma: scroll UVs for flowing effect
if (isLava != 0) {
float time = fogParams.z;
// Scroll both axes — pools get horizontal flow, waterfalls get vertical flow
// (UV orientation depends on mesh, so animate both)
finalUV += vec2(time * 0.04, time * 0.06);
}
// Build TBN matrix
vec3 T = normalize(Tangent);
vec3 B = normalize(Bitangent);
vec3 N = vertexNormal;
mat3 TBN = mat3(T, B, N);
if (enablePOM != 0 && heightMapVariance > 0.001 && lodFactor < 0.99) {
mat3 TBN_inv = transpose(TBN);
vec3 viewDirWorld = normalize(viewPos.xyz - FragPos);
vec3 viewDirTS = TBN_inv * viewDirWorld;
finalUV = parallaxOcclusionMap(TexCoord, viewDirTS, lodFactor);
}
vec4 texColor = hasTexture != 0 ? texture(uTexture, finalUV) : vec4(1.0);
if (alphaTest != 0 && texColor.a < 0.5) discard;
// Compute normal (with normal mapping if enabled)
vec3 norm = vertexNormal;
if (enableNormalMap != 0 && lodFactor < 0.99 && normalMapStrength > 0.001) {
vec3 mapNormal = texture(uNormalHeightMap, finalUV).rgb * 2.0 - 1.0;
// Scale XY by strength to control effect intensity
mapNormal.xy *= normalMapStrength;
mapNormal = normalize(mapNormal);
vec3 worldNormal = normalize(TBN * mapNormal);
if (!gl_FrontFacing) worldNormal = -worldNormal;
// Blend: strength + LOD both contribute to fade toward vertex normal
float blendFactor = max(lodFactor, 1.0 - normalMapStrength);
norm = normalize(mix(worldNormal, vertexNormal, blendFactor));
}
vec3 result;
// Sample shadow map — skip for interior WMO groups (no sun indoors)
float shadow = 1.0;
if (shadowParams.x > 0.5 && isInterior == 0) {
vec3 ldir = normalize(-lightDir.xyz);
float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
vec3 biasedPos = FragPos + norm * normalOffset;
vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0);
vec3 proj = lsPos.xyz / lsPos.w;
proj.xy = proj.xy * 0.5 + 0.5;
if (proj.x >= 0.0 && proj.x <= 1.0 &&
proj.y >= 0.0 && proj.y <= 1.0 &&
proj.z >= 0.0 && proj.z <= 1.0) {
float bias = max(0.0005 * (1.0 - dot(norm, ldir)), 0.00005);
shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias));
}
shadow = mix(1.0, shadow, shadowParams.y);
}
if (isLava != 0) {
// Lava is self-luminous — bright emissive, no shadows
result = texColor.rgb * 1.5;
} else if (unlit != 0) {
result = texColor.rgb * shadow;
} else if (isInterior != 0) {
vec3 mocv = max(VertColor.rgb, vec3(0.5));
result = texColor.rgb * mocv * shadow;
} else {
vec3 ldir = normalize(-lightDir.xyz);
float diff = max(dot(norm, ldir), 0.0);
vec3 viewDir = normalize(viewPos.xyz - FragPos);
vec3 halfDir = normalize(ldir + viewDir);
float spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity;
result = ambientColor.rgb * texColor.rgb
+ shadow * (diff * lightColor.rgb * texColor.rgb + spec * lightColor.rgb);
result *= max(VertColor.rgb, vec3(0.5));
}
float dist = length(viewPos.xyz - FragPos);
float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0);
result = mix(fogColor.rgb, result, fogFactor);
float alpha = texColor.a;
// Window glass: opaque but simulates dark tinted glass with reflections.
if (isWindow != 0) {
vec3 viewDir = normalize(viewPos.xyz - FragPos);
float NdotV = abs(dot(norm, viewDir));
float fresnel = 0.08 + 0.92 * pow(1.0 - NdotV, 4.0);
vec3 ldir = normalize(-lightDir.xyz);
vec3 reflectDir = reflect(-viewDir, norm);
float sunGlint = pow(max(dot(reflectDir, ldir), 0.0), 32.0);
float baseBrightness = mix(0.3, 0.9, sunGlint);
vec3 glass = result * baseBrightness;
vec3 reflectTint = mix(ambientColor.rgb * 1.2, vec3(0.6, 0.75, 1.0), 0.6);
glass = mix(glass, reflectTint, fresnel * 0.8);
vec3 halfDir = normalize(ldir + viewDir);
float spec = pow(max(dot(norm, halfDir), 0.0), 256.0);
glass += spec * lightColor.rgb * 0.8;
float specBroad = pow(max(dot(norm, halfDir), 0.0), 12.0);
glass += specBroad * lightColor.rgb * 0.12;
result = glass;
if (isWindow == 2) {
// Instance/dungeon glass: mostly transparent to see through
alpha = mix(0.12, 0.35, fresnel);
} else {
alpha = mix(0.4, 0.95, NdotV);
}
}
outColor = vec4(result, alpha);
}