Moved SSAO to the new AbstractShader thing
This commit is contained in:
@@ -30,7 +30,7 @@ import com.seibel.distanthorizons.core.render.glObject.GLProxy;
|
||||
import com.seibel.distanthorizons.core.render.glObject.GLState;
|
||||
import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
|
||||
import com.seibel.distanthorizons.core.render.glObject.buffer.QuadElementBuffer;
|
||||
import com.seibel.distanthorizons.core.render.renderer.shaders.SSAORenderer;
|
||||
import com.seibel.distanthorizons.core.render.renderer.shaders.SSAOShader;
|
||||
import com.seibel.distanthorizons.core.util.LodUtil;
|
||||
import com.seibel.distanthorizons.core.util.RenderUtil;
|
||||
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftClientWrapper;
|
||||
@@ -244,7 +244,7 @@ public class LodRenderer
|
||||
bufferHandler.renderOpaque(this);
|
||||
|
||||
if (Config.Client.Advanced.Graphics.Quality.ssao.get()) {
|
||||
SSAORenderer.INSTANCE.render(partialTicks);
|
||||
SSAOShader.INSTANCE.render(partialTicks);
|
||||
}
|
||||
|
||||
//======================//
|
||||
|
||||
+152
@@ -0,0 +1,152 @@
|
||||
package com.seibel.distanthorizons.core.render.renderer.shaders;
|
||||
|
||||
import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
|
||||
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
|
||||
import com.seibel.distanthorizons.core.render.glObject.GLState;
|
||||
import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
|
||||
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
|
||||
import com.seibel.distanthorizons.core.render.glObject.vertexAttribute.VertexAttribute;
|
||||
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL32;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
|
||||
public abstract class AbstractShaderRenderer {
|
||||
protected static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
|
||||
|
||||
private static final float[] box_vertices = {
|
||||
-1, -1,
|
||||
1, -1,
|
||||
1, 1,
|
||||
-1, -1,
|
||||
1, 1,
|
||||
-1, 1,
|
||||
};
|
||||
|
||||
protected final ShaderProgram shader;
|
||||
protected final ShaderProgram applyShader;
|
||||
protected GLVertexBuffer boxBuffer;
|
||||
protected VertexAttribute va;
|
||||
boolean init = false;
|
||||
|
||||
private int width = -1;
|
||||
private int height = -1;
|
||||
private int framebuffer = -1;
|
||||
private int shaderTexture = -1;
|
||||
|
||||
|
||||
protected AbstractShaderRenderer(ShaderProgram shader) {
|
||||
this(shader, null);
|
||||
}
|
||||
|
||||
protected AbstractShaderRenderer(ShaderProgram shader, ShaderProgram applyShader) {
|
||||
this.shader = shader;
|
||||
this.applyShader = applyShader;
|
||||
|
||||
|
||||
}
|
||||
private void init() {
|
||||
if (init) return;
|
||||
init = true;
|
||||
|
||||
va = VertexAttribute.create();
|
||||
va.bind();
|
||||
// Pos
|
||||
va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
|
||||
va.completeAndCheck(Float.BYTES * 2);
|
||||
|
||||
// Some shader stuff needs to be set a bit later than
|
||||
this.postInit();
|
||||
// Framebuffer
|
||||
createBuffer();
|
||||
}
|
||||
|
||||
/** Overwrite this to apply uniforms to the shader */
|
||||
void setShaderUniforms(float partialTicks) {};
|
||||
/** Overwrite this to apply uniforms to the apply shader */
|
||||
void setApplyShaderUniforms(float partialTicks) {};
|
||||
/** Overwrite if you need to run something on runtime */
|
||||
void postInit() {};
|
||||
|
||||
public void render(float partialTicks) {
|
||||
GLState state = new GLState();
|
||||
init();
|
||||
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
|
||||
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
|
||||
|
||||
if (this.width != width || this.height != height) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
createFramebuffer(width, height);
|
||||
}
|
||||
|
||||
|
||||
|
||||
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, framebuffer);
|
||||
GL32.glViewport(0, 0, width, height);
|
||||
GL32.glDisable(GL32.GL_DEPTH_TEST);
|
||||
GL32.glDisable(GL32.GL_BLEND);
|
||||
GL32.glDisable(GL32.GL_SCISSOR_TEST);
|
||||
|
||||
|
||||
shader.bind();
|
||||
this.setShaderUniforms(partialTicks);
|
||||
va.bind();
|
||||
va.bindBufferToAllBindingPoint(boxBuffer.getId());
|
||||
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
|
||||
|
||||
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
|
||||
|
||||
if (applyShader != null) {
|
||||
applyShader.bind();
|
||||
this.setApplyShaderUniforms(partialTicks);
|
||||
}
|
||||
GL32.glEnable(GL11.GL_BLEND);
|
||||
GL32.glBlendFunc(GL32.GL_ZERO, GL32.GL_SRC_ALPHA);
|
||||
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, shaderTexture);
|
||||
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
|
||||
|
||||
|
||||
|
||||
state.restore();
|
||||
}
|
||||
|
||||
|
||||
private void createFramebuffer(int width, int height) {
|
||||
if (framebuffer != -1) {
|
||||
GL32.glDeleteFramebuffers(framebuffer);
|
||||
framebuffer = -1;
|
||||
}
|
||||
|
||||
if (shaderTexture != -1) {
|
||||
GL32.glDeleteTextures(shaderTexture);
|
||||
shaderTexture = -1;
|
||||
}
|
||||
|
||||
framebuffer = GL32.glGenFramebuffers();
|
||||
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, framebuffer);
|
||||
|
||||
shaderTexture = GL32.glGenTextures();
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, shaderTexture);
|
||||
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RED, width, height, 0, GL32.GL_RED, GL32.GL_FLOAT, (ByteBuffer) null);
|
||||
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_NEAREST);
|
||||
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_NEAREST);
|
||||
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, shaderTexture, 0);
|
||||
}
|
||||
|
||||
private void createBuffer() {
|
||||
ByteBuffer buffer = ByteBuffer.allocateDirect(box_vertices.length * Float.BYTES);
|
||||
buffer.order(ByteOrder.nativeOrder());
|
||||
buffer.asFloatBuffer().put(box_vertices);
|
||||
buffer.rewind();
|
||||
boxBuffer = new GLVertexBuffer(false);
|
||||
boxBuffer.bind();
|
||||
boxBuffer.uploadBuffer(buffer, box_vertices.length, EGpuUploadMethod.DATA, box_vertices.length * Float.BYTES);
|
||||
}
|
||||
}
|
||||
-194
@@ -1,194 +0,0 @@
|
||||
package com.seibel.distanthorizons.core.render.renderer.shaders;
|
||||
|
||||
import com.seibel.distanthorizons.api.enums.config.EGpuUploadMethod;
|
||||
import com.seibel.distanthorizons.core.dependencyInjection.SingletonInjector;
|
||||
import com.seibel.distanthorizons.core.render.glObject.GLState;
|
||||
import com.seibel.distanthorizons.core.render.glObject.buffer.GLVertexBuffer;
|
||||
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
|
||||
import com.seibel.distanthorizons.core.render.glObject.vertexAttribute.VertexAttribute;
|
||||
import com.seibel.distanthorizons.core.util.LodUtil;
|
||||
import com.seibel.distanthorizons.core.util.RenderUtil;
|
||||
import com.seibel.distanthorizons.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
|
||||
import com.seibel.distanthorizons.coreapi.util.math.Mat4f;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.GL32;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
|
||||
public class SSAORenderer {
|
||||
public static SSAORenderer INSTANCE = new SSAORenderer();
|
||||
|
||||
public SSAORenderer() {
|
||||
}
|
||||
|
||||
private static final IMinecraftRenderWrapper MC_RENDER = SingletonInjector.INSTANCE.get(IMinecraftRenderWrapper.class);
|
||||
|
||||
private static final float[] box_vertices = {
|
||||
-1, -1,
|
||||
1, -1,
|
||||
1, 1,
|
||||
-1, -1,
|
||||
1, 1,
|
||||
-1, 1,
|
||||
};
|
||||
|
||||
ShaderProgram ssaoShader;
|
||||
ShaderProgram applyShader;
|
||||
GLVertexBuffer boxBuffer;
|
||||
VertexAttribute va;
|
||||
boolean init = false;
|
||||
|
||||
private static final int MAX_KERNEL_SIZE = 32;
|
||||
private float[] kernel = new float[MAX_KERNEL_SIZE * 3];
|
||||
|
||||
public void init() {
|
||||
if (init) return;
|
||||
|
||||
init = true;
|
||||
va = VertexAttribute.create();
|
||||
va.bind();
|
||||
// Pos
|
||||
va.setVertexAttribute(0, 0, VertexAttribute.VertexPointer.addVec2Pointer(false));
|
||||
va.completeAndCheck(Float.BYTES * 2);
|
||||
ssaoShader = new ShaderProgram("shaders/ssao/ao-vert.vert", "shaders/ssao/ao-frag.frag",
|
||||
"fragColor", new String[]{"vPosition"});
|
||||
|
||||
applyShader = new ShaderProgram("shaders/ssao/ao-vert.vert", "shaders/ssao/apply-frag.frag",
|
||||
"fragColor", new String[]{"vPosition"});
|
||||
|
||||
|
||||
// Generate kernel
|
||||
kernel = genKernel();
|
||||
// Framebuffer
|
||||
createBuffer();
|
||||
}
|
||||
|
||||
private int width = -1;
|
||||
private int height = -1;
|
||||
private int ssaoFramebuffer = -1;
|
||||
|
||||
private int ssaoTexture = -1;
|
||||
|
||||
private void createFramebuffer(int width, int height) {
|
||||
if (ssaoFramebuffer != -1) {
|
||||
GL32.glDeleteFramebuffers(ssaoFramebuffer);
|
||||
ssaoFramebuffer = -1;
|
||||
}
|
||||
|
||||
if (ssaoTexture != -1) {
|
||||
GL32.glDeleteTextures(ssaoTexture);
|
||||
ssaoTexture = -1;
|
||||
}
|
||||
|
||||
ssaoFramebuffer = GL32.glGenFramebuffers();
|
||||
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, ssaoFramebuffer);
|
||||
|
||||
ssaoTexture = GL32.glGenTextures();
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, ssaoTexture);
|
||||
GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RED, width, height, 0, GL32.GL_RED, GL32.GL_FLOAT, (ByteBuffer) null);
|
||||
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_NEAREST);
|
||||
GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_NEAREST);
|
||||
GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, ssaoTexture, 0);
|
||||
}
|
||||
|
||||
private void createBuffer() {
|
||||
ByteBuffer buffer = ByteBuffer.allocateDirect(box_vertices.length * Float.BYTES);
|
||||
buffer.order(ByteOrder.nativeOrder());
|
||||
buffer.asFloatBuffer().put(box_vertices);
|
||||
buffer.rewind();
|
||||
boxBuffer = new GLVertexBuffer(false);
|
||||
boxBuffer.bind();
|
||||
boxBuffer.uploadBuffer(buffer, box_vertices.length, EGpuUploadMethod.DATA, box_vertices.length * Float.BYTES);
|
||||
}
|
||||
|
||||
private static float[] genKernel() {
|
||||
float[] kernel = new float[MAX_KERNEL_SIZE * 3];
|
||||
for (int i = 0; i < MAX_KERNEL_SIZE; i++) {
|
||||
float sampleX = (float) (Math.random() * 2.0 - 1.0);
|
||||
float sampleY = (float) (Math.random() * 2.0 - 1.0);
|
||||
float sampleZ = (float) Math.random();
|
||||
|
||||
|
||||
// Normalize
|
||||
float magnitude = (float) Math.sqrt(Math.pow(sampleX, 2) + Math.pow(sampleY, 2) + Math.pow(sampleZ, 2));
|
||||
sampleX /= magnitude;
|
||||
sampleY /= magnitude;
|
||||
sampleZ /= magnitude;
|
||||
|
||||
float scale = i / (float) MAX_KERNEL_SIZE;
|
||||
float interpolatedScale = (float) (0.1 + (scale * scale) * (0.9));
|
||||
|
||||
sampleX *= interpolatedScale;
|
||||
sampleY *= interpolatedScale;
|
||||
sampleZ *= interpolatedScale;
|
||||
kernel[i * 3] = sampleX;
|
||||
kernel[i * 3 + 1] = sampleY;
|
||||
kernel[i * 3 + 2] = sampleZ;
|
||||
}
|
||||
return kernel;
|
||||
}
|
||||
|
||||
public void render(float partialTicks) {
|
||||
GLState state = new GLState();
|
||||
init();
|
||||
//GL32.glDepthMask(false);
|
||||
int width = MC_RENDER.getTargetFrameBufferViewportWidth();
|
||||
int height = MC_RENDER.getTargetFrameBufferViewportHeight();
|
||||
|
||||
if (this.width != width || this.height != height) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
createFramebuffer(width, height);
|
||||
}
|
||||
|
||||
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, ssaoFramebuffer);
|
||||
GL32.glViewport(0, 0, width, height);
|
||||
GL32.glDisable(GL32.GL_DEPTH_TEST);
|
||||
GL32.glDisable(GL32.GL_BLEND);
|
||||
GL32.glDisable(GL32.GL_SCISSOR_TEST);
|
||||
|
||||
|
||||
Mat4f perspective = Mat4f.perspective(
|
||||
(float) MC_RENDER.getFov(partialTicks),
|
||||
MC_RENDER.getTargetFrameBufferViewportWidth() / (float) MC_RENDER.getTargetFrameBufferViewportHeight(),
|
||||
RenderUtil.getNearClipPlaneDistanceInBlocks(partialTicks),
|
||||
(float) ((RenderUtil.getFarClipPlaneDistanceInBlocks() + LodUtil.REGION_WIDTH) * Math.sqrt(2)));
|
||||
|
||||
ssaoShader.bind();
|
||||
ssaoShader.setUniform(ssaoShader.getUniformLocation("gProj"), perspective);
|
||||
ssaoShader.setUniform(ssaoShader.getUniformLocation("gSampleRad"), 3.0f);
|
||||
ssaoShader.setUniform(ssaoShader.getUniformLocation("gFactor"), 0.8f);
|
||||
ssaoShader.setUniform(ssaoShader.getUniformLocation("gPower"), 1.0f);
|
||||
va.bind();
|
||||
va.bindBufferToAllBindingPoint(boxBuffer.getId());
|
||||
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, MC_RENDER.getDepthTextureId());
|
||||
|
||||
GL32.glUniform3fv(ssaoShader.getUniformLocation("gKernel"), kernel);
|
||||
GL32.glUniform1i(ssaoShader.getUniformLocation("gDepthMap"), 0);
|
||||
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
|
||||
|
||||
applyShader.bind();
|
||||
GL32.glEnable(GL11.GL_BLEND);
|
||||
GL32.glBlendFunc(GL32.GL_ZERO, GL32.GL_SRC_ALPHA);
|
||||
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
|
||||
GL32.glActiveTexture(GL32.GL_TEXTURE0);
|
||||
GL32.glBindTexture(GL32.GL_TEXTURE_2D, ssaoTexture);
|
||||
GL32.glDrawArrays(GL32.GL_TRIANGLES, 0, 6);
|
||||
|
||||
//GL32.glBindFramebuffer(GL32.GL_READ_FRAMEBUFFER, ssaoFramebuffer);
|
||||
//GL32.glBindFramebuffer(GL32.GL_DRAW_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
|
||||
//GL32.glBlitFramebuffer(
|
||||
// 0, 0, width, height,
|
||||
// 0, 0, width, height,
|
||||
// GL11.GL_COLOR_BUFFER_BIT,
|
||||
// GL11.GL_NEAREST
|
||||
//);
|
||||
|
||||
state.restore();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
package com.seibel.distanthorizons.core.render.renderer.shaders;
|
||||
|
||||
import com.seibel.distanthorizons.core.render.glObject.shader.ShaderProgram;
|
||||
import com.seibel.distanthorizons.core.util.LodUtil;
|
||||
import com.seibel.distanthorizons.core.util.RenderUtil;
|
||||
import com.seibel.distanthorizons.coreapi.util.math.Mat4f;
|
||||
import org.lwjgl.opengl.GL32;
|
||||
|
||||
public class SSAOShader extends AbstractShaderRenderer {
|
||||
public static SSAOShader INSTANCE = new SSAOShader();
|
||||
|
||||
private static final int MAX_KERNEL_SIZE = 32;
|
||||
private float[] kernel = new float[MAX_KERNEL_SIZE * 3];
|
||||
|
||||
|
||||
public SSAOShader() {
|
||||
super(
|
||||
new ShaderProgram("shaders/ssao/ao.vert", "shaders/ssao/ao.frag",
|
||||
"fragColor", new String[]{"vPos"}),
|
||||
new ShaderProgram("shaders/ssao/ao.vert", "shaders/ssao/apply-frag.frag",
|
||||
"fragColor", new String[]{"vPos"})
|
||||
);
|
||||
|
||||
}
|
||||
@Override
|
||||
void postInit() {
|
||||
// Generate kernel
|
||||
kernel = genKernel();
|
||||
}
|
||||
|
||||
@Override
|
||||
void setShaderUniforms(float partialTicks) {
|
||||
Mat4f perspective = Mat4f.perspective(
|
||||
(float) MC_RENDER.getFov(partialTicks),
|
||||
MC_RENDER.getTargetFrameBufferViewportWidth() / (float) MC_RENDER.getTargetFrameBufferViewportHeight(),
|
||||
RenderUtil.getNearClipPlaneDistanceInBlocks(partialTicks),
|
||||
(float) ((RenderUtil.getFarClipPlaneDistanceInBlocks() + LodUtil.REGION_WIDTH) * Math.sqrt(2)));
|
||||
|
||||
|
||||
this.shader.setUniform(this.shader.getUniformLocation("gProj"), perspective);
|
||||
this.shader.setUniform(this.shader.getUniformLocation("gSampleRad"), 3.0f);
|
||||
this.shader.setUniform(this.shader.getUniformLocation("gFactor"), 0.8f);
|
||||
this.shader.setUniform(this.shader.getUniformLocation("gPower"), 1.0f);
|
||||
|
||||
GL32.glUniform3fv(this.shader.getUniformLocation("gKernel"), kernel);
|
||||
GL32.glUniform1i(this.shader.getUniformLocation("gDepthMap"), 0);
|
||||
}
|
||||
|
||||
private static float[] genKernel() {
|
||||
float[] kernel = new float[MAX_KERNEL_SIZE * 3];
|
||||
for (int i = 0; i < MAX_KERNEL_SIZE; i++) {
|
||||
float sampleX = (float) (Math.random() * 2.0 - 1.0);
|
||||
float sampleY = (float) (Math.random() * 2.0 - 1.0);
|
||||
float sampleZ = (float) Math.random();
|
||||
|
||||
|
||||
// Normalize
|
||||
float magnitude = (float) Math.sqrt(Math.pow(sampleX, 2) + Math.pow(sampleY, 2) + Math.pow(sampleZ, 2));
|
||||
sampleX /= magnitude;
|
||||
sampleY /= magnitude;
|
||||
sampleZ /= magnitude;
|
||||
|
||||
float scale = i / (float) MAX_KERNEL_SIZE;
|
||||
float interpolatedScale = (float) (0.1 + (scale * scale) * (0.9));
|
||||
|
||||
sampleX *= interpolatedScale;
|
||||
sampleY *= interpolatedScale;
|
||||
sampleZ *= interpolatedScale;
|
||||
kernel[i * 3] = sampleX;
|
||||
kernel[i * 3 + 1] = sampleY;
|
||||
kernel[i * 3 + 2] = sampleZ;
|
||||
}
|
||||
return kernel;
|
||||
}
|
||||
}
|
||||
@@ -5,9 +5,8 @@ in vec4 vPos;
|
||||
in vec3 vertexWorldPos;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform float fogScale;
|
||||
uniform float distanceScale;
|
||||
|
||||
uniform bool noiseEnabled;
|
||||
uniform int noiseSteps;
|
||||
uniform float noiseIntensity;
|
||||
uniform float noiseDropoff;
|
||||
@@ -67,25 +66,26 @@ void main() {
|
||||
|
||||
// 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 = vertexColor.rgb + (vec3(1.0) - vertexColor.rgb) * randomValue;
|
||||
vec3 newCol = (vec3(1.0) - vertexColor.rgb) * randomValue;
|
||||
|
||||
// Clamps it and turns it back into a vec4
|
||||
fragColor = mix(
|
||||
vec4(
|
||||
clamp(newCol.r, 0., 1.),
|
||||
clamp(newCol.g, 0., 1.),
|
||||
clamp(newCol.b, 0., 1.),
|
||||
vertexColor.w
|
||||
), vertexColor,
|
||||
clamp(length(vertexWorldPos) * fogScale * noiseDropoff, 0., 1.) // The further away it gets, the less noise gets applied
|
||||
fragColor = vec4(
|
||||
clamp(newCol.r, 0., 1.),
|
||||
clamp(newCol.g, 0., 1.),
|
||||
clamp(newCol.b, 0., 1.),
|
||||
clamp(length(vertexWorldPos) * distanceScale * noiseDropoff, 0., 1.) // The further away it gets, the less noise gets applied
|
||||
);
|
||||
fragColor = vec4(
|
||||
0f, 0f, 0f,
|
||||
randomValue // The further away it gets, the less noise gets applied
|
||||
);
|
||||
|
||||
// For testing
|
||||
// if (vertexColor.r != 69420.) {
|
||||
// fragColor = vec4(
|
||||
// mod(fixedVPos.x, 1),
|
||||
// mod(fixedVPos.y, 1),
|
||||
// mod(fixedVPos.z, 1),
|
||||
// vertexColor.w);
|
||||
// }
|
||||
if (vertexColor.r != 69420.) {
|
||||
fragColor = vec4(
|
||||
mod(fixedVPos.x, 1),
|
||||
mod(fixedVPos.y, 1),
|
||||
mod(fixedVPos.z, 1),
|
||||
1f);
|
||||
}
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
#version 150 core
|
||||
|
||||
in vec2 vPosition;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(vPosition, 1.0, 1.0);
|
||||
TexCoord = vPosition.xy * 0.5 + 0.5;
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 150 core
|
||||
|
||||
in vec2 vPos;
|
||||
out vec2 TexCoord;
|
||||
|
||||
out vec4 vertexColor;
|
||||
out vec3 vertexWorldPos;
|
||||
out float vertexYPos;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(vPos, 1.0, 1.0);
|
||||
TexCoord = vPos.xy * 0.5 + 0.5;
|
||||
}
|
||||
Reference in New Issue
Block a user