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#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);
}
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