mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
96 lines
3.2 KiB
GLSL
96 lines
3.2 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(set = 1, binding = 0) uniform sampler2D uBaseTexture;
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layout(set = 1, binding = 1) uniform sampler2D uLayer1Texture;
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layout(set = 1, binding = 2) uniform sampler2D uLayer2Texture;
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layout(set = 1, binding = 3) uniform sampler2D uLayer3Texture;
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layout(set = 1, binding = 4) uniform sampler2D uLayer1Alpha;
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layout(set = 1, binding = 5) uniform sampler2D uLayer2Alpha;
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layout(set = 1, binding = 6) uniform sampler2D uLayer3Alpha;
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layout(set = 1, binding = 7) uniform TerrainParams {
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int layerCount;
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int hasLayer1;
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int hasLayer2;
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int hasLayer3;
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};
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layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap;
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layout(location = 0) in vec3 FragPos;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TexCoord;
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layout(location = 3) in vec2 LayerUV;
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layout(location = 0) out vec4 outColor;
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float sampleAlpha(sampler2D tex, vec2 uv) {
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vec2 edge = min(uv, 1.0 - uv);
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float border = min(edge.x, edge.y);
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float doBlur = step(border, 2.0 / 64.0);
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if (doBlur < 0.5) {
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return texture(tex, uv).r;
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}
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vec2 texel = vec2(1.0 / 64.0);
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float a = 0.0;
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a += texture(tex, uv + vec2(-texel.x, 0.0)).r;
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a += texture(tex, uv + vec2(texel.x, 0.0)).r;
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a += texture(tex, uv + vec2(0.0, -texel.y)).r;
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a += texture(tex, uv + vec2(0.0, texel.y)).r;
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return a * 0.25;
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}
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void main() {
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vec4 baseColor = texture(uBaseTexture, TexCoord);
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float a1 = hasLayer1 != 0 ? sampleAlpha(uLayer1Alpha, LayerUV) : 0.0;
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float a2 = hasLayer2 != 0 ? sampleAlpha(uLayer2Alpha, LayerUV) : 0.0;
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float a3 = hasLayer3 != 0 ? sampleAlpha(uLayer3Alpha, LayerUV) : 0.0;
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float w0 = 1.0, w1 = a1, w2 = a2, w3 = a3;
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float sum = w0 + w1 + w2 + w3;
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if (sum > 0.0) { w0 /= sum; w1 /= sum; w2 /= sum; w3 /= sum; }
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vec4 finalColor = baseColor * w0;
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if (hasLayer1 != 0) finalColor += texture(uLayer1Texture, TexCoord) * w1;
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if (hasLayer2 != 0) finalColor += texture(uLayer2Texture, TexCoord) * w2;
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if (hasLayer3 != 0) finalColor += texture(uLayer3Texture, TexCoord) * w3;
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vec3 norm = normalize(Normal);
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vec3 lightDir2 = normalize(-lightDir.xyz);
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vec3 ambient = ambientColor.rgb * finalColor.rgb;
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float diff = max(abs(dot(norm, lightDir2)), 0.2);
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vec3 diffuse = diff * lightColor.rgb * finalColor.rgb;
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float shadow = 1.0;
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if (shadowParams.x > 0.5) {
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vec4 lsPos = lightSpaceMatrix * vec4(FragPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w;
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proj.xy = proj.xy * 0.5 + 0.5;
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if (proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0 && proj.z <= 1.0) {
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float bias = 0.002;
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shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
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shadow = mix(1.0, shadow, shadowParams.y);
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}
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}
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vec3 result = ambient + shadow * diffuse;
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float distance = length(viewPos.xyz - FragPos);
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float fogFactor = clamp((fogParams.y - distance) / (fogParams.y - fogParams.x), 0.0, 1.0);
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result = mix(fogColor.rgb, result, fogFactor);
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outColor = vec4(result, 1.0);
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}
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