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https://github.com/MaSzyna-EU07/maszyna.git
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145 lines
4.2 KiB
GLSL
145 lines
4.2 KiB
GLSL
// a track drawn with the textures of the tracks joined at its ends blended in near them (world/TrackBlend.h): the weights of the
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// tracks joined at the ends p1, p2 and p4 of a switch in UserData.yzw, their textures in diffuse1..3, lit as mat_default.
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// TRACKBLEND_GRAIN: the others come in as grains, as the stones of two ballasts would mix, rather than faded in
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in vec3 f_normal;
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in vec2 f_coord;
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in vec4 f_pos;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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#include <common>
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#param (color, 0, 0, 4, diffuse)
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#param (diffuse, 1, 0, 1, diffuse)
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#param (specular, 1, 1, 1, specular)
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#param (reflection, 1, 2, 1, zero)
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#param (glossiness, 1, 3, 1, glossiness)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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#texture (diffuse1, 1, sRGB_A)
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uniform sampler2D diffuse1;
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#texture (diffuse2, 2, sRGB_A)
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uniform sampler2D diffuse2;
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#texture (diffuse3, 3, sRGB_A)
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uniform sampler2D diffuse3;
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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#include <light_common.glsl>
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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#if TRACKBLEND_GRAIN
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// grains per repeat of the texture: a ballast texture repeats every few metres, a grain is a handful of its stones
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const float GRAIN_CELLS = 28.0;
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vec2 grain_hash2(vec2 p)
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{
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vec3 q = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973));
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q += dot(q, q.yzx + 33.33);
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return fract((q.xx + q.yz) * q.zy);
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}
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float grain_hash1(vec2 p)
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{
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vec3 q = fract(vec3(p.xyx) * 0.1031);
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q += dot(q, q.yzx + 33.33);
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return fract((q.x + q.y) * q.z);
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}
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// the value of the grain the point lies in, 0..1: cells around points jittered on a grid, each of one value
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float grain_value(vec2 p)
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{
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vec2 cell = floor(p);
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vec2 inside = fract(p);
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float nearest = 8.0;
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float value = 0.0;
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for (int y = -1; y <= 1; ++y)
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{
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for (int x = -1; x <= 1; ++x)
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{
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vec2 offset = vec2(float(x), float(y));
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vec2 r = offset + grain_hash2(cell + offset) - inside;
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float d = dot(r, r);
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if (d < nearest)
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{
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nearest = d;
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value = grain_hash1(cell + offset + 17.31);
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}
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}
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}
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return value;
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}
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#endif
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void main()
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{
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vec3 weights = clamp(UserData.yzw, 0.0, 1.0);
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float total = weights.x + weights.y + weights.z;
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if (total > 1.0)
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{
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weights /= total;
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total = 1.0;
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}
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// the gradients are taken outside the branches the textures are sampled in
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vec2 dx = dFdx(f_coord);
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vec2 dy = dFdy(f_coord);
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#if TRACKBLEND_GRAIN
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vec2 grainpos = f_coord * GRAIN_CELLS;
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// grains smaller than a pixel would shimmer, there the textures fade into each other instead
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float footprint = max(length(dx), length(dy)) * GRAIN_CELLS;
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float grained = 1.0 - smoothstep(0.35, 0.9, footprint);
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#endif
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vec4 tex_color = textureGrad(diffuse, f_coord, dx, dy);
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if (total > 0.0)
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{
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#if TRACKBLEND_GRAIN
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// the grain is of the track joined at the end whose share its value falls in, of the track itself past them
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float pick = grain_value(grainpos);
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float first = weights.x;
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float second = weights.x + weights.y;
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vec3 grain = vec3(float(pick < first), float(pick >= first && pick < second), float(pick >= second && pick < total));
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weights = mix(weights, grain, grained);
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total = weights.x + weights.y + weights.z;
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#endif
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vec4 blended = tex_color * (1.0 - total);
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if (weights.x > 0.0)
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blended += textureGrad(diffuse1, f_coord, dx, dy) * weights.x;
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if (weights.y > 0.0)
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blended += textureGrad(diffuse2, f_coord, dx, dy) * weights.y;
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if (weights.z > 0.0)
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blended += textureGrad(diffuse3, f_coord, dx, dy) * weights.z;
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tex_color = blended;
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}
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bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) );
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if(alphatestfail)
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discard;
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vec3 fragcolor = ambient;
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vec3 fragnormal = normalize(f_normal);
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matte = true;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, 0.0, 0.0, shadow_tone);
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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#if POSTFX_ENABLED
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out_color = color;
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#else
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out_color = tonemap(color);
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#endif
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#if MOTIONBLUR_ENABLED
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;
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out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult);
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}
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#endif
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}
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