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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00
This commit is contained in:
milek7
2018-07-15 23:46:53 +02:00
parent 794093dad4
commit 4c855d5980
26 changed files with 690 additions and 183 deletions

View File

@@ -2,6 +2,7 @@
in vec2 f_coord;
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
void main()

View File

@@ -3,6 +3,7 @@
in vec3 f_normal;
in vec2 f_coord;
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
#include <common>

View File

@@ -7,8 +7,11 @@ in vec4 f_light_pos;
#include <common>
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
uniform sampler2DShadow shadowmap;
uniform samplerCube envmap;
float calc_shadow()
{
@@ -89,8 +92,16 @@ void main()
{
vec4 tex_color = texture(tex1, f_coord);
if (opacity == 0.0f && tex_color.a < 0.9f)
discard;
if (opacity == 0.0f)
{
//blending
}
else
{
//test
if (tex_color.a < 0.5f)
discard;
}
float shadow = calc_shadow();
vec3 result = ambient * 0.3 + vec3(1.0) * emission;

123
shaders/mat_mir.frag Normal file
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@@ -0,0 +1,123 @@
#version 330
in vec3 f_normal;
in vec2 f_coord;
in vec3 f_pos;
in vec4 f_light_pos;
#include <common>
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
uniform sampler2DShadow shadowmap;
uniform samplerCube envmap;
float calc_shadow()
{
vec3 coords = f_light_pos.xyz / f_light_pos.w;
// do something better
float bias = 0.0001f;
//sampler PCF
//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
//sampler PCF + PCF
float shadow = 0.0;
vec2 texel = 1.0 / textureSize(shadowmap, 0);
for (float y = -1.5; y <= 1.5; y += 1.0)
for (float x = -1.5; x <= 1.5; x += 1.0)
shadow += texture(shadowmap, coords.xyz + vec3(vec2(x, y) * texel, -bias));
shadow /= 16.0;
if (coords.z > 1.0f)
shadow = 1.0f;
return shadow;
}
vec3 apply_fog(vec3 color)
{
float sun_amount = 0.0;
if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
return mix(color, fog_color_v, fog_amount_v);
}
float calc_light(vec3 light_dir)
{
vec3 normal = normalize(f_normal);
vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
vec3 halfway_dir = normalize(light_dir + view_dir);
float diffuse_v = max(dot(normal, light_dir), 0.0);
float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0);
return specular_v + diffuse_v;
}
float calc_point_light(light_s light)
{
vec3 light_dir = normalize(light.pos - f_pos);
float val = calc_light(light_dir);
float distance = length(light.pos - f_pos);
float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
return val * atten;
}
float calc_spot_light(light_s light)
{
vec3 light_dir = normalize(light.pos - f_pos);
float theta = dot(light_dir, normalize(-light.dir));
float epsilon = light.in_cutoff - light.out_cutoff;
float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
float point = calc_point_light(light);
return point * intensity;
}
float calc_dir_light(light_s light)
{
vec3 light_dir = normalize(-light.dir);
return calc_light(light_dir);
}
void main()
{
vec4 tex_color = texture(tex1, f_coord);
if (opacity == 0.0f && tex_color.a < 0.9f)
discard;
float shadow = calc_shadow();
vec3 result = ambient * 0.3 + vec3(1.0) * emission;
for (uint i = 0U; i < lights_count; i++)
{
light_s light = lights[i];
float part = 0.0;
if (light.type == LIGHT_SPOT)
part = calc_spot_light(light);
else if (light.type == LIGHT_POINT)
part = calc_point_light(light);
else if (light.type == LIGHT_DIR)
part = calc_dir_light(light);
if (i == 0U)
part *= shadow;
result += light.color * part;
}
vec3 R = reflect(f_pos, normalize(f_normal));
vec3 r = texture(envmap, R).rgb;
r *= vec3(1.0, 0.84, 0.2);
vec3 c = apply_fog(result * tex_color.xyz);
gl_FragColor = vec4(c * 0.05 + r * 0.95, tex_color.w);
}

View File

@@ -4,6 +4,7 @@ in vec3 f_normal;
in vec2 f_coord;
in vec3 f_pos;
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
#include <common>
@@ -11,5 +12,5 @@ uniform sampler2D tex1;
void main()
{
vec4 tex_color = texture(tex1, f_coord);
gl_FragColor = vec4(tex_color.xyz * ambient, tex_color.a);
gl_FragColor = tex_color * param[0];
}

View File

@@ -6,7 +6,10 @@ in vec3 f_pos;
in mat3 f_tbn;
in vec4 f_tangent;
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
#texture (tex2, 1, RGB)
uniform sampler2D tex2;
#include <common>

17
shaders/mat_stars.frag Normal file
View File

@@ -0,0 +1,17 @@
#version 330
#include <common>
in vec3 f_normal;
void main()
{
float x = (gl_PointCoord.x - 0.5f) * 2.0f;
float y = (gl_PointCoord.y - 0.5f) * 2.0f;
float dist2 = abs(x * x + y * y);
if (dist2 > 0.5f * 0.5f)
discard;
// color data is shared with normals, ugh
gl_FragColor = vec4(f_normal, 1.0f);
}

View File

@@ -3,6 +3,7 @@ out vec4 FragColor;
in vec2 f_coords;
#texture (tex1, 0, RGB)
uniform sampler2D tex1;
vec3 reinhard(vec3 x)