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authorLaG1924 <lag1924@gmail.com>2021-11-21 13:49:23 +0100
committerLaG1924 <lag1924@gmail.com>2021-11-21 15:23:37 +0100
commit0ca11f9bee1cd918acf6ce8247a495442009fec9 (patch)
treed1e791cf44770660eca6783bc3e9c0a2470b7efb /cwd
parentAdded normals to faces (diff)
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Diffstat (limited to 'cwd')
-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs19
-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs16
-rw-r--r--cwd/assets/altcraft/shaders/frag/sky.fs14
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs24
4 files changed, 46 insertions, 27 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index 2120697..57ea0ec 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -1,21 +1,24 @@
#version 330 core
-in VS_OUT {
- vec3 Texture;
- vec3 Color;
- vec3 faceNormal;
-} fs_in;
+in vec3 faceTexture;
+in vec3 faceAddColor;
+in vec3 faceNormal;
+in vec2 faceLight;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
+layout (location = 2) out vec4 addColor;
+layout (location = 3) out vec4 light;
uniform sampler2DArray textureAtlas;
void main() {
- vec4 col = texture(textureAtlas, fs_in.Texture);
+ vec4 col = texture(textureAtlas, faceTexture);
if (col.a < 0.3)
discard;
- color = vec4(col.rgb * fs_in.Color, 1.0f);
- normal = vec4(fs_in.faceNormal, 1.0f);
+ color = vec4(col.rgb, 1.0f);
+ normal = vec4(faceNormal, 1.0f);
+ addColor = vec4(faceAddColor, 1.0f);
+ light = vec4(faceLight / 15.0f, 0.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs
index 73686cc..12ab841 100644
--- a/cwd/assets/altcraft/shaders/frag/light.fs
+++ b/cwd/assets/altcraft/shaders/frag/light.fs
@@ -6,11 +6,23 @@ in vec2 uv;
uniform sampler2D color;
uniform sampler2D normal;
+uniform sampler2D addColor;
+uniform sampler2D light;
uniform sampler2D depthStencil;
+uniform float dayTime;
+
void main() {
vec4 c = texture(color, uv);
vec4 n = texture(normal, uv);
- float d = texture(depthStencil, uv).r;
- fragColor = n;
+ vec4 ac = texture(addColor, uv);
+ vec4 an = texture(light, uv);
+ float d = 1.0f - texture(depthStencil, uv).r;
+
+ float faceLight = an.r;
+ float skyLight = an.g;
+ float lightLevel = clamp(faceLight + skyLight * dayTime, 0.2f, 1.0f);
+ vec3 faceColor = mix(ac.rgb * lightLevel, vec3(1,1,1) * lightLevel, float(ac.rgb == vec3(0,0,0)));
+
+ fragColor = vec4(c.rgb * faceColor, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/sky.fs b/cwd/assets/altcraft/shaders/frag/sky.fs
index 53e0cf4..3763bdb 100644
--- a/cwd/assets/altcraft/shaders/frag/sky.fs
+++ b/cwd/assets/altcraft/shaders/frag/sky.fs
@@ -2,7 +2,10 @@
in vec3 pos;
-out vec4 fragColor;
+layout (location = 0) out vec4 color;
+layout (location = 1) out vec4 normal;
+layout (location = 2) out vec4 addColor;
+layout (location = 3) out vec4 light;
uniform sampler2DArray textureAtlas;
uniform float DayTime;
@@ -46,7 +49,10 @@ vec4 Moon() {
void main() {
vec4 starColor = vec4(0.0f, 0.04f, 0.06f, 1.0f);
- fragColor = mix(starColor, DaySkyColor, DayTime);
- fragColor += Sun();
- fragColor += Moon();
+ color = vec4(mix(starColor, DaySkyColor, DayTime).rgb, 1.0f);
+ color += vec4(Sun().rgb, 1.0f);
+ color += vec4(Moon().rgb, 1.0f);
+ normal = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ addColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ light = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index 21f7110..ac92831 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -8,23 +8,21 @@ in float animation;
in vec3 color;
in vec2 light;
-out VS_OUT {
- vec3 Texture;
- vec3 Color;
- vec3 faceNormal;
-} vs_out;
+out vec3 faceTexture;
+out vec3 faceNormal;
+out vec3 faceAddColor;
+out vec2 faceLight;
-uniform float GlobalTime;
uniform mat4 projView;
-uniform float DayTime;
-uniform float MinLightLevel;
+uniform float GlobalTime;
void main() {
gl_Position = projView * vec4(position[gl_VertexID], 1.0f);
- vs_out.Texture = vec3(uv[gl_VertexID], uvLayer);
- vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
- float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0);
- vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, float(color == vec3(0,0,0)));
- vs_out.faceNormal = normal;
+ faceTexture = vec3(uv[gl_VertexID], uvLayer);
+ faceTexture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
+
+ faceNormal = normal;
+ faceAddColor = color;
+ faceLight = light;
}