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 ++++++++++++++-- gfx/gl/shaders/basicShader.vs | 1 + gfx/gl/shaders/landmassShader.vs | 1 + gfx/gl/shaders/materialInterface.glsl | 3 +++ gfx/gl/shaders/meshIn.glsl | 1 + 5 files changed, 20 insertions(+), 2 deletions(-) (limited to 'gfx/gl/shaders') 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); diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs index 4d648f3..e1701ed 100644 --- a/gfx/gl/shaders/basicShader.vs +++ b/gfx/gl/shaders/basicShader.vs @@ -15,6 +15,7 @@ main() TexCoords = texCoord; Normal = (model * vec4(normal, 0.0)).xyz; Colour = colour; + Material = material; gl_Position = viewProjection * worldPos; } diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs index cabe39f..0cc8153 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/landmassShader.vs @@ -12,6 +12,7 @@ main() TexCoords = texCoord; Normal = normal; Colour = colour; + Material = material; gl_Position = viewProjection * vec4(position, 1.0); } diff --git a/gfx/gl/shaders/materialInterface.glsl b/gfx/gl/shaders/materialInterface.glsl index 3e09c85..5735cf9 100644 --- a/gfx/gl/shaders/materialInterface.glsl +++ b/gfx/gl/shaders/materialInterface.glsl @@ -2,3 +2,6 @@ ifelse(TYPE, .fs, in, out) vec3 FragPos; ifelse(TYPE, .fs, in, out) vec2 TexCoords; ifelse(TYPE, .fs, in, out) vec3 Normal; ifelse(TYPE, .fs, in, out) vec4 Colour; +flat +ifelse(TYPE, .fs, in, out) +uint Material; diff --git a/gfx/gl/shaders/meshIn.glsl b/gfx/gl/shaders/meshIn.glsl index 2b244c1..dd84a10 100644 --- a/gfx/gl/shaders/meshIn.glsl +++ b/gfx/gl/shaders/meshIn.glsl @@ -2,3 +2,4 @@ layout(location = 0) in vec3 position; layout(location = 1) in vec2 texCoord; layout(location = 2) in vec3 normal; layout(location = 3) in vec4 colour; +layout(location = 4) in uint material; -- cgit v1.2.3