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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
commit48ec3a869029bad34773516df193519a4fe9103a (patch)
tree9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/material.fs
parentMerge branch 'assimp' (diff)
downloadilt-48ec3a869029bad34773516df193519a4fe9103a.tar.bz2
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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.fs54
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);
+}