57 lines
2.2 KiB
GLSL
57 lines
2.2 KiB
GLSL
// 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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in vec3 v_position; // view space
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in vec3 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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#define v_weight v_terrain_normal.w
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uniform vec3 u_light_direction; // view space (-direction_x, -direction_y, -direction_z)
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uniform vec3 u_light_color; // (color.r * power, color.g * power, color.b * power)
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uniform highp sampler2DArray u_texture_sampler;
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layout(location = 0) out vec4 o_color;
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void main(void) {
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vec4 pixel = texture(u_texture_sampler, v_texcoord.stp);
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vec4 material = texture(u_texture_sampler, v_texcoord.stq);
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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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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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float diffuse = halfd * mix(halfd, 0.5 + td * 0.5, v_weight) * (1.0 - m_metallic);
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float s = max(0.0, dot(normal, normalize(u_light_direction + eye_dir)));
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float shininess = 1.0 + pow(1.0 - m_roughness, 2.0) * 999.0;
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float stepd = step(0.0, d);
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float specular = pow(s, shininess) * mix(stepd, stepd * max(0.0, td), v_weight);
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vec3 color = pixel.rgb * u_light_color;
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o_color = vec4(
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vec3(
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color * diffuse +
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color * (specular * m_metallic) +
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u_light_color * (specular * m_specular)),
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pixel.a);
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}
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