// Copyright (C) 2022 RozK // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #version 320 es precision highp float; in vec4 v_position; // view space in vec4 v_normal; // view space in vec4 v_terrain_normal; // view space (x, y, z, weight) in vec4 v_texcoord; // texture space (s, t, pixel_level, material_level) #define v_weight v_terrain_normal.w uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z) uniform vec3 u_light_color; // (color.r * power, color.g * power, color.b * power) uniform highp sampler2DArray u_texture_sampler; layout(location = 0) out vec4 o_color; void main(void) { vec4 pixel = texture(u_texture_sampler, v_texcoord.stp); vec4 material = texture(u_texture_sampler, v_texcoord.stq); #define m_metallic material.x #define m_specular material.y #define m_roughness material.z vec3 normal = normalize(v_normal.xyz); vec3 eye_dir = -normalize(v_position.xyz); float d = dot(normal, u_light_direction); float halfd = 0.5 + d * 0.5; float td = dot(normalize(v_terrain_normal.xyz), u_light_direction); float diffuse = halfd * mix(halfd, 0.5 + td * 0.5, v_weight) * (1.0 - m_metallic); float s = max(0.0, dot(normal, normalize(u_light_direction + eye_dir))); float shininess = 1.0 + pow(1.0 - m_roughness, 2.0) * 999.0; float stepd = step(0.0, d); float specular = pow(s, shininess) * mix(stepd, stepd * max(0.0, td), v_weight); vec3 color = pixel.rgb * u_light_color; o_color = vec4( vec3( color * diffuse + color * (specular * m_metallic) + u_light_color * (specular * m_specular)), pixel.a); }