mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
117 lines
3.4 KiB
GLSL
117 lines
3.4 KiB
GLSL
#version 330 core
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoord;
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in vec2 LayerUV;
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out vec4 FragColor;
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// Texture layers (up to 4)
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uniform sampler2D uBaseTexture;
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uniform sampler2D uLayer1Texture;
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uniform sampler2D uLayer2Texture;
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uniform sampler2D uLayer3Texture;
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// Alpha maps for blending
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uniform sampler2D uLayer1Alpha;
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uniform sampler2D uLayer2Alpha;
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uniform sampler2D uLayer3Alpha;
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// Layer control
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uniform int uLayerCount;
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uniform bool uHasLayer1;
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uniform bool uHasLayer2;
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uniform bool uHasLayer3;
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// Lighting
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uniform vec3 uLightDir;
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uniform vec3 uLightColor;
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uniform vec3 uAmbientColor;
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// Camera
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uniform vec3 uViewPos;
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// Fog
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uniform vec3 uFogColor;
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uniform float uFogStart;
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uniform float uFogEnd;
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// Shadow mapping
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uniform sampler2DShadow uShadowMap;
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uniform mat4 uLightSpaceMatrix;
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uniform bool uShadowEnabled;
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uniform float uShadowStrength;
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float calcShadow() {
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vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
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if (proj.z > 1.0) return 1.0;
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float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
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float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-uLightDir);
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float bias = max(0.005 * (1.0 - dot(norm, lightDir)), 0.001);
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float shadow = 0.0;
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vec2 texelSize = vec2(1.0 / 2048.0);
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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shadow += texture(uShadowMap, vec3(proj.xy + vec2(x, y) * texelSize, proj.z - bias));
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}
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}
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shadow /= 9.0;
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return mix(1.0, shadow, coverageFade);
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}
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void main() {
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// Sample base texture
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vec4 baseColor = texture(uBaseTexture, TexCoord);
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vec4 finalColor = baseColor;
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// Apply texture layers with alpha blending
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// TexCoord = tiling UVs for texture sampling (repeats across chunk)
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// LayerUV = 0-1 per-chunk UVs for alpha map sampling
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if (uHasLayer1) {
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vec4 layer1Color = texture(uLayer1Texture, TexCoord);
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float alpha1 = texture(uLayer1Alpha, LayerUV).r;
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finalColor = mix(finalColor, layer1Color, alpha1);
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}
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if (uHasLayer2) {
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vec4 layer2Color = texture(uLayer2Texture, TexCoord);
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float alpha2 = texture(uLayer2Alpha, LayerUV).r;
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finalColor = mix(finalColor, layer2Color, alpha2);
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}
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if (uHasLayer3) {
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vec4 layer3Color = texture(uLayer3Texture, TexCoord);
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float alpha3 = texture(uLayer3Alpha, LayerUV).r;
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finalColor = mix(finalColor, layer3Color, alpha3);
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}
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// Normalize normal
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-uLightDir);
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// Ambient lighting
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vec3 ambient = uAmbientColor * finalColor.rgb;
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// Diffuse lighting (two-sided for terrain hills)
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float diff = abs(dot(norm, lightDir));
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diff = max(diff, 0.2); // Minimum light to prevent completely dark faces
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vec3 diffuse = diff * uLightColor * finalColor.rgb;
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// Shadow
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float shadow = uShadowEnabled ? calcShadow() : 1.0;
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shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0));
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// Combine lighting (terrain is purely diffuse — no specular on ground)
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vec3 result = ambient + shadow * diffuse;
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// Apply fog
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float distance = length(uViewPos - FragPos);
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float fogFactor = clamp((uFogEnd - distance) / (uFogEnd - uFogStart), 0.0, 1.0);
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result = mix(uFogColor, result, fogFactor);
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FragColor = vec4(result, 1.0);
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}
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