From 43d8fdb3f6aeb88762c68179d7bb1dc58507bb60 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 11 Apr 2023 18:54:41 +0100 Subject: Move lots of common glsl interface to include files --- gfx/gl/shaders/basicShader.fs | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'gfx/gl/shaders/basicShader.fs') diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index 24b2791..0d0b904 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -4,10 +4,7 @@ in vec3 FragPos; in vec2 TexCoords; in vec3 Normal; in vec4 Colour; - -out vec4 gPosition; -out vec4 gNormal; -out vec4 gAlbedoSpec; +include(`geometryOut.glsl') uniform sampler2D texture0; -- cgit v1.2.3 From d0186d81127056ac2647807dcf05b454e234a7cb Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 11 Apr 2023 22:54:44 +0100 Subject: Move the vertex/fragment shader interface for materials into an include --- gfx/gl/shaders/basicShader.fs | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'gfx/gl/shaders/basicShader.fs') diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index 0d0b904..8bb6350 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -1,9 +1,6 @@ #version 330 core -in vec3 FragPos; -in vec2 TexCoords; -in vec3 Normal; -in vec4 Colour; +include(`materialInterface.glsl') include(`geometryOut.glsl') uniform sampler2D texture0; -- cgit v1.2.3 From f16a7df6135262c91fee2a2f6c46ad2f3caa7157 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 13 Apr 2023 02:15:41 +0100 Subject: Update shaders to use material to conditionally lookup sub-texture in the atlas --- gfx/gl/shaders/basicShader.fs | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) (limited to 'gfx/gl/shaders/basicShader.fs') diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index 8bb6350..ab5e58b 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -1,14 +1,26 @@ #version 330 core +#extension GL_ARB_shading_language_420pack : enable include(`materialInterface.glsl') include(`geometryOut.glsl') -uniform sampler2D texture0; +layout(binding = 0) uniform sampler2D texture0; +layout(binding = 1) uniform usampler2DRect material; + +vec4 getTextureColour(uint midx, vec2 uv) +{ + if (midx > 0u) { + const vec2 tSize = textureSize(texture0, 0); + const vec4 sPosSize = texture(material, uvec2(0, midx - 1u)); + uv = (sPosSize.xy + sPosSize.zw * fract(uv)) / tSize; + } + return texture(texture0, uv); +} void main() { - vec4 textureColour = texture(texture0, TexCoords); + vec4 textureColour = getTextureColour(Material, TexCoords); float clear = round(mix(textureColour.a, 1, Colour.a)); gPosition = vec4(FragPos, clear); gNormal = vec4(Normal, clear); -- cgit v1.2.3 From 2f5a53d9dfec54bd33609dbe5a0af44c565d8069 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 13 Apr 2023 17:53:38 +0100 Subject: Adjust gl_FragDepth according to texel opacity --- gfx/gl/shaders/basicShader.fs | 1 + 1 file changed, 1 insertion(+) (limited to 'gfx/gl/shaders/basicShader.fs') diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index ab5e58b..ff1c822 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -24,5 +24,6 @@ main() float clear = round(mix(textureColour.a, 1, Colour.a)); gPosition = vec4(FragPos, clear); gNormal = vec4(Normal, clear); + gl_FragDepth = mix(1.0, gl_FragCoord.z, clear); gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); } -- cgit v1.2.3 From 31e2bd9b5738498be3d13dc96cc78f48825a8601 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 13 Apr 2023 18:02:28 +0100 Subject: Rename clear to opaque as its 1 for solid --- gfx/gl/shaders/basicShader.fs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'gfx/gl/shaders/basicShader.fs') diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index ff1c822..8a72e6d 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -21,9 +21,9 @@ void main() { vec4 textureColour = getTextureColour(Material, TexCoords); - float clear = round(mix(textureColour.a, 1, Colour.a)); - gPosition = vec4(FragPos, clear); - gNormal = vec4(Normal, clear); - gl_FragDepth = mix(1.0, gl_FragCoord.z, clear); + 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); } -- cgit v1.2.3