refactor shaders

This commit is contained in:
MihailRis 2025-05-09 23:51:34 +03:00
parent 36e5ff2472
commit 30a0b81680
9 changed files with 128 additions and 88 deletions

View File

@ -3,11 +3,11 @@ layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
uniform samplerCube u_cubemap;
uniform samplerCube u_skybox;
void main(){
vec3 dir = normalize(v_coord);
f_position = vec4(0.0, 0.0, 0.0, 0.0);
f_normal = vec4(0.0);
f_color = texture(u_cubemap, dir);
f_color = texture(u_skybox, dir);
}

View File

@ -3,6 +3,8 @@ in vec2 a_texCoord;
in vec3 a_position;
in vec3 a_dir;
in vec3 a_normal;
in vec3 a_realnormal;
in vec4 a_modelpos;
in float a_fog;
layout (location = 0) out vec4 f_color;
@ -10,20 +12,33 @@ layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform samplerCube u_skybox;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform bool u_alphaClip;
uniform sampler2DShadow u_shadows;
uniform vec3 u_sunDir;
uniform int u_shadowsRes;
uniform bool u_enableShadows;
uniform mat4 u_shadowsMatrix;
#include <shadows>
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
float shadow = calc_shadow();
vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float alpha = a_color.a * tex_color.a;
// anyway it's any alpha-test alternative required
if (alpha < (u_alphaClip ? 0.5f : 0.15f))
if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
discard;
f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
}
f_color = a_color * tex_color;
f_color.rgb *= shadow;
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
f_color.a = alpha;
f_position = vec4(a_position, 1.0);
f_normal = vec4(a_normal, 1.0);

View File

@ -5,12 +5,15 @@ layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec3 v_color;
layout (location = 3) in vec4 v_light;
out vec4 a_color;
out vec2 a_texCoord;
out vec3 a_normal;
out float a_distance;
out float a_fog;
out vec3 a_position;
out vec2 a_texCoord;
out vec3 a_dir;
out vec3 a_normal;
out vec3 a_position;
out vec3 a_realnormal;
out vec4 a_color;
out vec4 a_modelpos;
uniform mat4 u_model;
uniform mat4 u_proj;
@ -18,40 +21,37 @@ uniform mat4 u_view;
uniform vec3 u_cameraPos;
uniform float u_gamma;
uniform float u_opacity;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
uniform samplerCube u_cubemap;
uniform float u_timer;
uniform samplerCube u_skybox;
uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
#include <lighting>
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);
a_modelpos = u_model * vec4(v_position, 1.0);
vec3 pos3d = a_modelpos.xyz - u_cameraPos;
a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
a_normal = vec3(0.0, 1.0, 0.0);//v_normal.xyz * 2.0 - 1.0;
a_realnormal = a_normal;
vec3 light = v_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
float torchlight = calc_torch_light(a_modelpos.xyz);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
a_dir = modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a) * v_color;
a_color.a = u_opacity;
float dist = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
float depth = (dist / 256.0);
a_fog = min(1.0, max(pow(depth * u_fogFactor, u_fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve), u_weatherFogOpacity)));
gl_Position = u_proj * u_view * modelpos;
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
a_fog = calc_fog(a_distance / 256.0);
a_position = (u_view * modelpos).xyz;
vec4 viewmodelpos = u_view * a_modelpos;
a_position = viewmodelpos.xyz;
gl_Position = u_proj * viewmodelpos;
}

View File

@ -0,0 +1,27 @@
#ifndef LIGHTING_GLSL_
#define LIGHTING_GLSL_
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
float calc_torch_light(vec3 modelpos) {
return max(0.0, 1.0 - distance(u_cameraPos, modelpos.xyz) / u_torchlightDistance);
}
vec3 calc_screen_normal(vec3 normal) {
return transpose(inverse(mat3(u_view * u_model))) * normal;
}
float calc_fog(float depth) {
return min(
1.0,
max(pow(depth * u_fogFactor, u_fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
u_weatherFogOpacity))
);
}
#endif // LIGHTING_GLSL_

View File

@ -0,0 +1,32 @@
#ifndef SHADOWS_GLSL_
#define SHADOWS_GLSL_
float calc_shadow() {
float shadow = 1.0;
if (u_enableShadows) {
vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.08, 1.0);
vec3 projCoords = mpos.xyz / mpos.w;
projCoords = projCoords * 0.5 + 0.5;
projCoords.z -= 0.0001;
shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadow += texture(u_shadows, projCoords.xyz + vec3(
x * (1.0 / u_shadowsRes),
y * (1.0 / u_shadowsRes), 0.0
));
}
}
shadow /= 9;
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;
}
}
return shadow;
}
#endif // SHADOWS_GLSL_

View File

@ -12,7 +12,7 @@ in vec3 a_realnormal;
in vec4 a_modelpos;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform samplerCube u_skybox;
uniform sampler2DShadow u_shadows;
uniform vec3 u_sunDir;
uniform int u_shadowsRes;
@ -25,35 +25,11 @@ uniform bool u_enableShadows;
uniform mat4 u_shadowsMatrix;
const int BLUR_SAMPLES = 6;
#include <shadows>
void main() {
float shadow = 1.0;
if (u_enableShadows) {
vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.08, 1.0);
vec3 projCoords = mpos.xyz / mpos.w;
projCoords = projCoords * 0.5 + 0.5;
projCoords.z -= 0.0001;
shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadow += texture(u_shadows, projCoords.xyz + vec3(
x * (1.0 / u_shadowsRes),
y * (1.0 / u_shadowsRes), 0.0
));
}
}
shadow /= 9;
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;
}
}
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
float shadow = calc_shadow();
vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a;
if (u_alphaClip) {

View File

@ -5,61 +5,51 @@ layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec4 v_light;
layout (location = 3) in vec4 v_normal;
out vec4 a_color;
out vec2 a_texCoord;
out vec3 a_normal;
out float a_distance;
out float a_fog;
out vec3 a_position;
out vec4 a_modelpos;
out vec2 a_texCoord;
out vec3 a_dir;
out vec3 a_normal;
out vec3 a_position;
out vec3 a_realnormal;
out vec4 a_color;
out vec4 a_modelpos;
uniform mat4 u_model;
uniform mat4 u_proj;
uniform mat4 u_view;
uniform vec3 u_cameraPos;
uniform float u_gamma;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
uniform float u_timer;
uniform samplerCube u_cubemap;
uniform samplerCube u_skybox;
uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
uniform bool u_enableShadows;
#include <lighting>
void main() {
vec4 modelpos = u_model * vec4(v_position, 1.0f);
vec3 pos3d = modelpos.xyz-u_cameraPos;
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
a_modelpos = u_model * vec4(v_position, 1.0f);
vec3 pos3d = a_modelpos.xyz - u_cameraPos;
a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
a_realnormal = v_normal.xyz * 2.0 - 1.0;
mat3 normalMatrix = transpose(inverse(mat3(u_view * u_model)));
a_normal = a_realnormal;
a_normal = normalMatrix * (false ? -a_normal : a_normal);
//a_normal = a_realnormal;
a_normal = calc_screen_normal(a_realnormal);
vec3 light = v_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
float torchlight = calc_torch_light(a_modelpos.xyz);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
a_dir = modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
float depth = (a_distance / 256.0);
a_fog = min(1.0, max(pow(depth * u_fogFactor, u_fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve), u_weatherFogOpacity)));
gl_Position = u_proj * u_view * modelpos;
a_fog = calc_fog(a_distance / 256.0);
a_position = (u_view * modelpos).xyz;
a_modelpos = modelpos;
vec4 viewmodelpos = u_view * a_modelpos;
a_position = viewmodelpos.xyz;
gl_Position = u_proj * viewmodelpos;
}

View File

@ -71,7 +71,7 @@ void Skybox::drawBackground(
backShader->uniformMatrix("u_view", camera.getView(false));
backShader->uniform1f("u_zoom", camera.zoom*camera.getFov()/(M_PI*0.5f));
backShader->uniform1f("u_ar", float(width)/float(height));
backShader->uniform1i("u_cubemap", 1);
backShader->uniform1i("u_skybox", 1);
bind();
mesh->draw();
unbind();

View File

@ -132,7 +132,7 @@ void WorldRenderer::setupWorldShader(
shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime);
shader.uniform2f("u_lightDir", skybox->getLightDir());
shader.uniform3f("u_cameraPos", camera.position);
shader.uniform1i("u_cubemap", 1);
shader.uniform1i("u_skybox", 1);
shader.uniform1i("u_enableShadows", gbufferPipeline);
if (gbufferPipeline) {