add entity shader

This commit is contained in:
MihailRis 2024-07-20 17:13:03 +03:00
parent 8e159009eb
commit 4197746c69
8 changed files with 83 additions and 16 deletions

24
res/shaders/entity.glslf Normal file
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@ -0,0 +1,24 @@
in vec4 a_color;
in vec2 a_texCoord;
in float a_distance;
in vec3 a_dir;
out vec4 f_color;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float depth = (a_distance/256.0);
float alpha = a_color.a * tex_color.a;
// anyway it's any alpha-test alternative required
if (alpha < 0.3f)
discard;
f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
f_color.a = alpha;
}

42
res/shaders/entity.glslv Normal file
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@ -0,0 +1,42 @@
#include <commons>
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec3 v_color;
layout (location = 3) in vec3 v_normal;
layout (location = 4) in float v_light;
out vec4 a_color;
out vec2 a_texCoord;
out float a_distance;
out vec3 a_dir;
uniform mat4 u_model;
uniform mat4 u_proj;
uniform mat4 u_view;
uniform vec3 u_cameraPos;
uniform float u_gamma;
uniform samplerCube u_cubemap;
uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
void main() {
vec4 modelpos = u_model * vec4(v_position, 1.0);
vec3 pos3d = modelpos.xyz - u_cameraPos;
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
vec4 decomp_light = decompress_light(v_light);
vec3 light = decomp_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)) * v_normal,1.0f);
a_texCoord = v_texCoord;
a_dir = modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
gl_Position = u_proj * u_view * modelpos;
}

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@ -3,9 +3,6 @@
#include <constants>
#define PI 3.1415926535897932384626433832795
#define PI2 (PI*2)
vec4 decompress_light(float compressed_light) {
vec4 result;
int compressed = floatBitsToInt(compressed_light);
@ -24,4 +21,9 @@ vec3 pick_sky_color(samplerCube cubemap) {
return skyLightColor;
}
vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
modelPos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0);
return modelPos;
}
#endif // COMMONS_GLSL_

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@ -1,6 +1,9 @@
#ifndef CONSTANTS_GLSL_
#define CONSTANTS_GLSL_
#define PI 3.1415926535897932384626433832795
#define PI2 (PI*2)
// geometry
#define CURVATURE_FACTOR 0.002

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@ -10,7 +10,7 @@ uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
void main(){
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float depth = (a_distance/256.0);

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@ -12,7 +12,6 @@ out vec3 a_dir;
uniform mat4 u_model;
uniform mat4 u_proj;
uniform mat4 u_view;
uniform vec3 u_skyLightColor;
uniform vec3 u_cameraPos;
uniform float u_gamma;
uniform samplerCube u_cubemap;
@ -20,15 +19,15 @@ uniform samplerCube u_cubemap;
uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
void main(){
void main() {
vec4 modelpos = u_model * vec4(v_position, 1.0);
vec3 pos3d = modelpos.xyz-u_cameraPos.xyz;
modelpos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0);
vec4 viewmodelpos = u_view * modelpos;
vec3 pos3d = modelpos.xyz-u_cameraPos;
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
vec4 decomp_light = decompress_light(v_light);
vec3 light = decomp_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
@ -37,5 +36,5 @@ void main(){
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
gl_Position = u_proj * viewmodelpos;
gl_Position = u_proj * u_view * modelpos;
}

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@ -180,6 +180,7 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
loader.add(AssetType::FONT, FONTS_FOLDER+"/font", "normal");
loader.add(AssetType::SHADER, SHADERS_FOLDER+"/ui", "ui");
loader.add(AssetType::SHADER, SHADERS_FOLDER+"/main", "main");
loader.add(AssetType::SHADER, SHADERS_FOLDER+"/entity", "entity");
loader.add(AssetType::SHADER, SHADERS_FOLDER+"/lines", "lines");
loader.add(AssetType::TEXTURE, TEXTURES_FOLDER+"/gui/menubg", "gui/menubg");
loader.add(AssetType::TEXTURE, TEXTURES_FOLDER+"/gui/delete_icon", "gui/delete_icon");

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@ -141,9 +141,5 @@ std::string GLSLExtension::process(const fs::path& file, const std::string& sour
ss << source.substr(pos, endline+1-pos);
pos = endline+1;
}
if (!header) {
std::cout << " ========================================================== " << file.u8string() << std::endl;
std::cout << ss.str() << std::endl;
}
return ss.str();
}