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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-06-07 16:21:39 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-06-07 16:21:39 +0200 |
commit | b192dcec842cf043ae936c446bb252259b415ab5 (patch) | |
tree | d7c54847a22a63899eb515a67a3a74ae4ad90d38 /cwd | |
parent | 2017-05-31 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | cwd/shaders/block.fs | 178 | ||||
-rw-r--r-- | cwd/shaders/block.vs | 3 | ||||
-rw-r--r-- | cwd/shaders/simple.fs | 15 | ||||
-rw-r--r-- | cwd/shaders/simple.vs | 16 |
4 files changed, 130 insertions, 82 deletions
diff --git a/cwd/shaders/block.fs b/cwd/shaders/block.fs index dcc78cc..8795fb2 100644 --- a/cwd/shaders/block.fs +++ b/cwd/shaders/block.fs @@ -2,58 +2,101 @@ in vec2 UvPosition; -uniform float time; -uniform int block; +uniform int Block; +uniform int State; uniform sampler2D textureAtlas; +uniform float time; // TextureIndex: [most significant bit]<-...<-side[3bit]<-id[13]<-state[4] layout(std140) uniform TextureIndexes { // binding point: 0 int totalTextures; - int indexes[2047]; + int indexes[1023]; +}; +layout(std140) uniform TextureData { // binding point: 1 + vec4 textureData[1024]; }; -// layout(std140) uniform TextureData { vec4 textureData[1024]; }; //binding point: 1 -// layout(std140) uniform TextureData2 { vec4 textureData2[1024]; }; //binddingpoint: 2 -vec4 GetTextureByBlockId(int BlockId); + +vec4 GetTextureByBlockId(); vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords); +vec4 CheckIndexValidness(); +vec4 GetDepthColor(); +vec4 GetCheckerColor(); +vec4 VTC(int value); + +in vec3 FragmentPosition; +int GetBlockSide(){ + int side=6; + if (FragmentPosition.y==-0.5) + side=0; + else if (FragmentPosition.y==0.5) + side=1; + else if (FragmentPosition.x==-0.5) + side = 3; + else if (FragmentPosition.x==0.5) + side = 2; + else if (FragmentPosition.z==-0.5) + side=4; + else if (FragmentPosition.z==0.5) + side=5; + return side; +} +int index,side,id,state; + +vec3 rgb2hsv(vec3 c) +{ + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); + vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) +{ + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + void main() { -vec4 bad = vec4(1,0,0,1); - vec4 color = vec4(0,1,0,1); - if (totalTextures!=6) - color = bad; - if (indexes[0]!=393248) - color = bad; - for (int i=1;i<2047;i++) - if (indexes[i]!=0) - color=bad; - gl_FragColor = color; - /*vec4 BlockTextureCoords = GetTextureByBlockId(block); + vec4 BlockTextureCoords = GetTextureByBlockId(); vec2 AtlasCoords = TransformTextureCoord(BlockTextureCoords, UvPosition); - gl_FragColor = texture(textureAtlas, AtlasCoords);*/ + gl_FragColor = texture(textureAtlas, AtlasCoords); + if (id==2 && side==1) { //Grass colorizing + const float BiomeColor = 0.275; + vec3 hsvColor = rgb2hsv(gl_FragColor.xyz); + hsvColor[0]+=BiomeColor; + hsvColor[1]=0.63; + hsvColor[2]+=0.1; + gl_FragColor = vec4(hsv2rgb(hsvColor),1); + } } -vec4 GetTextureByBlockId(int BlockId) { - if (indexes[0] == 0) - return vec4(0.05, 0.004, 0.007, 0.004); - - if (totalTextures == 0) - return vec4(0, 0, 0.1, 0.1); - for (int i = 0; i < totalTextures; i++) { - int index = indexes[i + 1]; - int side = (index & 0xE0000) >> 16; - int id = (index & 0xFF0) >> 4; - int state = index & 0xF; - if (id == BlockId) { - return vec4(i, 0, 1, 1); +vec4 GetTextureByBlockId() { + int BlockSide = GetBlockSide(); + for (int i = 0; i < totalTextures; i++) { + index = indexes[i]; + side = (index & 0x70000) >> 16; + id = (index & 0xFF0) >> 4; + state = index & 0xF; + + if (id != Block) + continue; + if (state != State) + continue; + if (side == 6) + return textureData[i]; + if (BlockSide == side) + return textureData[i]; + if (side == 6) + return textureData[i]; + else if (side == BlockSide) + return textureData[i]; } - } - /* - TNT texture: - X 0.0546875 - Y ~0.00442477876106194690 - W 0.0078125 - H ~0.00442477876106194690 - */ + // Fallback TNT texture return vec4(0.0546875, 0.00442477876106194690, 0.0078125, 0.00442477876106194690); } @@ -75,21 +118,56 @@ vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) { return A + UvCoords * (B - A); } -/* +vec4 CheckIndexValidness() { + vec4 color = vec4(0, 1, 0, 1); + if (totalTextures != 6) + return vec4(1, 0, 0, 1); + if (indexes[0] != 393248) + return vec4(1, 1, 0, 1); + for (int i = 1; i < 20; i++) + if (indexes[i] != 0) + return vec4(0, 0, 1, 1); + return vec4(0, 1, 0, 1); +} float near = 1.0; -float far = 100.0; +float far = 100.0; -float LinearizeDepth(float depth) -{ - float z = depth * 2.0 - 1.0; // Back to NDC - return (2.0 * near * far) / (far + near - z * (far - near)); +float LinearizeDepth(float depth) { + float z = depth * 2.0 - 1.0; // Back to NDC + return (2.0 * near * far) / (far + near - z * (far - near)); } -void main() -{ - float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration - gl_FragColor = vec4(vec3(depth), 1.0f); -}*/ +vec4 GetDepthColor() { + float depth = + LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration + return vec4(vec3(depth), 1.0f); +} +vec4 GetCheckerColor() { + if (UvPosition.x>0.5 && UvPosition.y<0.5 || UvPosition.x<0.5 && UvPosition.y>0.5) + return vec4(0.7,0.7,0,1); + else + return vec4(0,0,0,1); +} +vec4 VTC(int value){ + switch(value) + { + case 0: + return vec4(0,0,0,1); + case 1: + return vec4(1,0,0,1); + case 2: + return vec4(0,1,0,1); + case 3: + return vec4(0,0,1,1); + case 4: + return vec4(1,1,0,1); + case 5: + return vec4(1,0,1,1); + case 6: + return vec4(0,1,1,1); + } + return vec4(1,1,1,1); +} diff --git a/cwd/shaders/block.vs b/cwd/shaders/block.vs index 09d5b3f..e8756c0 100644 --- a/cwd/shaders/block.vs +++ b/cwd/shaders/block.vs @@ -3,7 +3,7 @@ layout (location = 0) in vec3 position; layout (location = 2) in vec2 UvCoordinates; out vec2 UvPosition; - +out vec3 FragmentPosition; uniform mat4 view; uniform mat4 projection; @@ -14,4 +14,5 @@ void main() { gl_Position = projection * view * model * vec4(position, 1.0f); UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); + FragmentPosition = position; } diff --git a/cwd/shaders/simple.fs b/cwd/shaders/simple.fs deleted file mode 100644 index cc7f812..0000000 --- a/cwd/shaders/simple.fs +++ /dev/null @@ -1,15 +0,0 @@ -#version 330 core -in vec2 TexCoord; - -out vec4 color; - -uniform sampler2D blockTexture; -uniform int block; -uniform float time; - -void main() -{ - color = texture(blockTexture,TexCoord); - //color = vec4(TexCoord.x,TexCoord.y,0.0,1.0); -} - diff --git a/cwd/shaders/simple.vs b/cwd/shaders/simple.vs deleted file mode 100644 index ca99e85..0000000 --- a/cwd/shaders/simple.vs +++ /dev/null @@ -1,16 +0,0 @@ -#version 330 core -layout (location = 0) in vec3 position; -layout (location = 2) in vec2 texCoord; - -out vec2 TexCoord; - -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; - -void main() -{ - gl_Position = projection * view * model * vec4(position, 1.0f); - TexCoord = vec2(texCoord.x, texCoord.y); - //TexCoord = texCoord; -}
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