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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
commit | 48ec3a869029bad34773516df193519a4fe9103a (patch) | |
tree | 9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/material.fs | |
parent | Merge branch 'assimp' (diff) | |
download | ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.bz2 ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.xz ilt-48ec3a869029bad34773516df193519a4fe9103a.zip |
Rename lots of shader files
Names and paths still not perfect, but better and the weird name missuse is gone
Diffstat (limited to 'gfx/gl/shaders/material.fs')
-rw-r--r-- | gfx/gl/shaders/material.fs | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/gfx/gl/shaders/material.fs b/gfx/gl/shaders/material.fs new file mode 100644 index 0000000..cafb35d --- /dev/null +++ b/gfx/gl/shaders/material.fs @@ -0,0 +1,54 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +include(`materialInterface.glsl') +include(`materialOut.glsl') + +layout(binding = 0) uniform sampler2D texture0; +layout(binding = 1) uniform usampler2DRect material; + +float map(uint mapmode, float value) +{ + switch (mapmode) { + case 0u: // Repeat + return fract(value); + case 1u: // Clamp to edge + return clamp(0.0, 1.0, value); + case 2u: // Mirror + discard; + case 3u: // Decal + if (value != clamp(0.0, 1.0, value)) { + discard; + } + } + return 0; +} + +vec2 map(uint mapmodeU, uint mapmodeV, vec2 value) +{ + return vec2(map(mapmodeU, value.x), map(mapmodeV, value.y)); +} + +vec4 getTextureColour(uint midx, vec2 uv) +{ + if (midx > 0u) { + const vec2 tSize = textureSize(texture0, 0); + const vec4 sPosSize = texture(material, uvec2(0, midx - 1u)); + const uvec4 sMode = texture(material, uvec2(1, midx - 1u)); + const uint mapmodeU = sMode.x & 0xFu; + const uint mapmodeV = (sMode.x & 0xF0u) >> 1; + uv = (sPosSize.xy + sPosSize.zw * map(mapmodeU, mapmodeV, uv)) / tSize; + } + return texture(texture0, uv); +} + +void +main() +{ + vec4 textureColour = getTextureColour(Material, TexCoords); + float opaque = step(0.5, mix(textureColour.a, 1, Colour.a)); + gPosition = vec4(FragPos, opaque); + gNormal = vec4(Normal, opaque); + gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque); + gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); +} |