Split vertex shader for terrain and tests.
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@ -16,8 +16,8 @@
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#version 320 es
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precision highp float;
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in vec3 v_position; // view space
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in vec3 v_normal; // view space
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in vec4 v_position; // view space
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in vec4 v_normal; // view space
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in vec4 v_terrain_normal; // view space (x, y, z, weight)
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in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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@ -36,8 +36,8 @@ void main(void) {
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#define m_metallic material.x
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#define m_specular material.y
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#define m_roughness material.z
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vec3 normal = normalize(v_normal);
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vec3 eye_dir = -normalize(v_position);
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vec3 normal = normalize(v_normal.xyz);
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vec3 eye_dir = -normalize(v_position.xyz);
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float d = dot(normal, u_light_direction);
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float halfd = 0.5 + d * 0.5;
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float td = dot(normalize(v_terrain_normal.xyz), u_light_direction);
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@ -21,7 +21,6 @@ layout(location = 1) in vec3 a_normal; // model space
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layout(location = 2) in vec3 a_texcoord; // texture space
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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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layout(location = 4) in vec3 i_orientation; // per mesh, model space -> world space
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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@ -38,25 +37,21 @@ const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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const vec3 c_world_up = vec3(0.0, 0.0, 1.0);
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out vec3 v_position; // view space
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out vec3 v_normal; // view space
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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void main(void) {
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vec3 orientation = normalize(i_orientation);
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mat3 rotation = mat3(cross(orientation, c_world_up), orientation, c_world_up);
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vec4 world_position = vec4(i_translation.xyz + rotation * a_position, 1.0);
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float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);
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vec3 world_normal = rotation * normalize(a_normal);
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vec4 world_position = vec4(i_translation + a_position, 1.0);
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vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
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world_position.z += texture(u_height_sampler, terrain_coords).r;
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vec4 view_position = u_view * world_position;
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vec3 terrain_normal = normalize(c_normal_shift + texture(u_normal_sampler, terrain_coords).rgb * c_normal_scale);
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world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * world_normal;
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v_position = view_position.xyz;
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v_normal = (u_view * vec4(world_normal, 0.0)).xyz;
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v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, weight);
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vec3 world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * normalize(a_normal);
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v_position = view_position;
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v_normal = u_view * vec4(world_normal, 0.0);
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v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, 1.0);
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v_texcoord = vec4(a_texcoord.st * c_st_scale, a_texcoord.p, a_texcoord.p + 1.0);
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gl_Position = u_projection * view_position;
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}
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62
game/shaders/tests_opengles.vert
Normal file
62
game/shaders/tests_opengles.vert
Normal file
@ -0,0 +1,62 @@
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// Copyright (C) 2022 RozK
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#version 320 es
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precision highp float;
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layout(location = 0) in vec3 a_position; // model space
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layout(location = 1) in vec3 a_normal; // model space
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layout(location = 2) in vec3 a_texcoord; // texture space
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layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
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layout(location = 4) in vec3 i_orientation; // per mesh, model space -> world space
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uniform mat4 u_view; // world space -> view space
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uniform mat4 u_projection; // view space -> screen space
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uniform highp sampler2D u_height_sampler;
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uniform highp sampler2D u_normal_sampler;
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const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0);
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const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0);
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const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0);
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const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0);
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const vec2 c_terrain_shift = vec2(0.5, 0.5);
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const float c_weight_scale = 1.0 / 64.f;
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const vec3 c_world_forward = vec3(0.0, 1.0, 0.0);
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const vec3 c_world_up = vec3(0.0, 0.0, 1.0);
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out vec4 v_position; // view space
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out vec4 v_normal; // view space
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out vec4 v_terrain_normal; // view space (x, y, z, weigth)
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out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level)
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void main(void) {
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vec3 orientation = normalize(i_orientation);
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mat3 rotation = mat3(cross(orientation, c_world_up), orientation, c_world_up);
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vec4 world_position = vec4(i_translation + rotation * a_position, 1.0);
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float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);
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vec3 world_normal = rotation * normalize(a_normal);
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vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
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world_position.z += texture(u_height_sampler, terrain_coords).r;
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vec4 view_position = u_view * world_position;
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vec3 terrain_normal = normalize(c_normal_shift + texture(u_normal_sampler, terrain_coords).rgb * c_normal_scale);
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world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * world_normal;
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v_position = view_position;
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v_normal = u_view * vec4(world_normal, 0.0);
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v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, weight);
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v_texcoord = vec4(a_texcoord.st * c_st_scale, a_texcoord.p, a_texcoord.p + 1.0);
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gl_Position = u_projection * view_position;
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}
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