material work, use multibind and dsa in main texture binding

This commit is contained in:
milek7
2018-07-19 00:20:42 +02:00
parent ee16821509
commit a53224b47d
16 changed files with 128 additions and 178 deletions

View File

@@ -7,7 +7,5 @@ uniform sampler2D tex1;
void main()
{
//gl_FragColor = texture(tex, f_coord);
//gl_FragDepth = gl_FragCoord.z;
gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex1, f_coord).a);
}

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@@ -2,6 +2,8 @@
#include <common>
#param (color, 0, 0, 4, diffuse)
void main()
{
gl_FragColor = param[0];

View File

@@ -7,7 +7,11 @@ in vec4 f_light_pos;
#include <common>
#texture (tex1, 0, sRGB_A)
#param (color, 0, 0, 4, diffuse)
#param (diffuse, 1, 0, 1, one)
#param (specular, 1, 1, 1, specular)
#texture (diffuse, 0, sRGB_A)
uniform sampler2D tex1;
uniform sampler2DShadow shadowmap;
@@ -56,6 +60,7 @@ float calc_light(vec3 light_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 * param[1].y + diffuse_v * param[1].x;
return specular_v + diffuse_v;
}
@@ -113,7 +118,7 @@ void main()
if (i == 0U)
part *= shadow;
result += light.color * part * envcolor;
result += light.color * part;// * envcolor;
}
vec3 c = apply_fog(result * tex_color.xyz);

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@@ -0,0 +1 @@
#include <mat_colored.frag>

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@@ -0,0 +1 @@
#include <mat_default.frag>

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@@ -0,0 +1 @@
#include <mat_default.frag>

View File

@@ -1,123 +0,0 @@
#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

@@ -2,11 +2,7 @@
in vec2 f_coord;
//uniform sampler2D tex;
void main()
{
//gl_FragColor = texture(tex, f_coord);
gl_FragDepth = gl_FragCoord.z;
//gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex, f_coord).w);
}