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;
};
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 = 0) out vec4 outColor;
void main() {
vec4 texColor = hasTexture != 0 ? texture(uTexture, TexCoord) : vec4(1.0);
if (alphaTest != 0 && texColor.a < 0.5) discard;
vec3 norm = normalize(Normal);
if (!gl_FrontFacing) norm = -norm;
vec3 result;
if (unlit != 0) {
result = texColor.rgb;
} else if (isInterior != 0) {
vec3 mocv = max(VertColor.rgb, vec3(0.5));
result = texColor.rgb * mocv;
} 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;
float shadow = 1.0;
if (shadowParams.x > 0.5) {
vec4 lsPos = lightSpaceMatrix * vec4(FragPos, 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 = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
}
shadow = mix(1.0, shadow, shadowParams.y);
}
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);
outColor = vec4(result, texColor.a);
}