move GL shaders into the correct folder

This commit is contained in:
James Seibel
2026-03-10 17:56:05 -05:00
parent e426fc2380
commit 1bbe41c068
21 changed files with 0 additions and 83 deletions
@@ -1,74 +0,0 @@
#version 150 core
in vec4 vertexColor;
in vec4 vPos;
in vec3 vertexWorldPos;
out vec4 fragColor;
uniform float distanceScale;
uniform int uNoiseSteps;
uniform float uNoiseIntensity;
uniform float uNoiseDropoff;
// The random functions for diffrent dimentions
float rand(float co) { return fract(sin(co*(91.3458)) * 47453.5453); }
float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); }
float rand(vec3 co){ return rand(co.xy+rand(co.z)); }
// Puts steps in a float
// EG. setting stepSize to 4 then this would be the result of this function
// In: 0.0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, ..., 1.1, 1.2, 1.3
// Out: 0.0, 0.0, 0.0, 0.25, 0.25, 0.5, 0.5, ..., 1.0, 1.0, 1.25
float quantize(float val, int stepSize) {
return floor(val*stepSize)/stepSize;
}
vec3 quantize(vec3 val, int stepSize) {
return floor(val*stepSize)/stepSize;
}
/**
* Fragment shader for adding noise to lods.
* This should be passed close to first as it affects the base color of the lod
*
* version: 2023-6-21
*/
void main() {
// This bit of code is required to fix the vertex position problem cus of floats in the verted world position varuable
vec3 vertexNormal = normalize(cross(dFdx(vPos.xyz), dFdy(vPos.xyz)));
vec3 fixedVPos = vPos.xyz - vertexNormal * 0.001;
float noiseAmplification = uNoiseIntensity;
noiseAmplification = (-1 * pow(2*((vertexColor.x + vertexColor.y + vertexColor.z) / 3) - 1, 2) + 1) * noiseAmplification; // Lessen the effect on depending on how dark the object is, equasion for this is -(2x-1)^{2}+1
noiseAmplification *= vertexColor.w; // The effect would lessen on transparent objects
// Random value for each position
float randomValue = rand(quantize(fixedVPos.xyz, uNoiseSteps))
* 2.0 * noiseAmplification - noiseAmplification;
// Modifies the color
// A value of 0 on the randomValue will result in the original color, while a value of 1 will result in a fully bright color
vec3 newCol = (1.0 - vertexColor.rgb) * randomValue;
// Clamps it and turns it back into a vec4
float distA = length(vertexWorldPos) * distanceScale * uNoiseDropoff;
fragColor = clamp(vec4(newCol.rgb, distA), 0.0, 1.0); // The further away it gets, the less noise gets applied
// The further away it gets, the less noise gets applied
fragColor = vec4(0.0, 0.0, 0.0, randomValue);
// For testing
// if (vertexColor.r != 69420.) {
// fragColor = vec4(
// mod(fixedVPos.x, 1),
// mod(fixedVPos.y, 1),
// mod(fixedVPos.z, 1),
// 1f);
// }
}
@@ -1,9 +0,0 @@
#version 150 core
out vec4 fragColor;
// A test shader that makes everything darker
void main()
{
fragColor = vec4(0., 0., 1., 0.5);
}