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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2021-12-25 07:50:14 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-12-25 07:50:14 +0100 |
commit | 7ebc8e1bd33b6658b50153a26945814a87fba5f4 (patch) | |
tree | 51d377a4560a7e12b3b404b0b043d9f64981caf3 /cwd/assets | |
parent | Merge pull request #77 from LaG1924/ftr/graphics-abstraction-layer (diff) | |
parent | Added smooth lighting settings parameter (diff) | |
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Diffstat (limited to '')
22 files changed, 500 insertions, 108 deletions
diff --git a/cwd/assets/altcraft/scripts/ui.lua b/cwd/assets/altcraft/scripts/ui.lua index b938737..b8a7329 100644 --- a/cwd/assets/altcraft/scripts/ui.lua +++ b/cwd/assets/altcraft/scripts/ui.lua @@ -1,12 +1,16 @@ local options = { - brightness = 0.2, - flight = false, - mouseSensetivity = 0.1, - renderDistance = 2, - resolutionScale = 1.0, - targetFps = 60, - vsync = false, - wireframe = false + gamma = 2.2, + deffered = false, + flight = false, + mouseSensetivity = 0.1, + renderDistance = 2, + resolutionScale = 1.0, + targetFps = 60, + vsync = false, + wireframe = false, + smoothlight = false, + ssaoSamples = 0, + ssaoScale = 0.5, } function OpenOptions(doc) diff --git a/cwd/assets/altcraft/shaders/frag/blur.fs b/cwd/assets/altcraft/shaders/frag/blur.fs new file mode 100644 index 0000000..89d4498 --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/blur.fs @@ -0,0 +1,22 @@ +#version 330 core + +out vec4 fragColor; + +in vec2 uv; + +uniform sampler2D blurInput; +uniform int blurScale; + +void main() { + vec2 texelSize = 1.0f / vec2(textureSize(blurInput, 0)); + vec4 result = vec4(0.0f); + for (int x = -blurScale; x < blurScale; x++) + { + for (int y = -blurScale; y < blurScale; y++) + { + vec2 offset = vec2(float(x), float(y)) * texelSize; + result += texture(blurInput, uv + offset); + } + } + fragColor = result / pow(blurScale * 2.0f, 2); +} diff --git a/cwd/assets/altcraft/shaders/frag/copy.fs b/cwd/assets/altcraft/shaders/frag/copy.fs new file mode 100644 index 0000000..a5a7a2b --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/copy.fs @@ -0,0 +1,11 @@ +#version 330 core + +in vec2 uv; + +out vec4 fragColor; + +uniform sampler2D inputTexture; + +void main() { + fragColor = texture(inputTexture, uv); +} diff --git a/cwd/assets/altcraft/shaders/frag/entity.fs b/cwd/assets/altcraft/shaders/frag/entity.fs index 06d5759..a857da1 100644 --- a/cwd/assets/altcraft/shaders/frag/entity.fs +++ b/cwd/assets/altcraft/shaders/frag/entity.fs @@ -1,9 +1,13 @@ #version 330 core -out vec4 fragColor; +layout (location = 0) out vec4 color; +layout (location = 1) out vec4 normal; +layout (location = 2) out vec4 light; -uniform vec3 color; +uniform vec3 entityColor; void main() { - fragColor = vec4(color, 1); + color = vec4(entityColor, 1.0f); + normal = vec4(0.0f, 0.0f, 0.0f, 1.0f); + light = vec4(1.0f, 1.0f, 0.0f, 1.0f); } diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs index 30d44d2..f9af02c 100644 --- a/cwd/assets/altcraft/shaders/frag/face.fs +++ b/cwd/assets/altcraft/shaders/frag/face.fs @@ -1,18 +1,23 @@ #version 330 core -in VS_OUT { - vec3 Texture; - vec3 Color; -} fs_in; +in vec3 faceTextureUv; +in vec3 faceAddColor; +in vec3 faceNormal; +in vec2 faceLight; +in float faceAmbientOcclusion; -out vec4 fragColor; +layout (location = 0) out vec4 color; +layout (location = 1) out vec4 normal; +layout (location = 2) out vec4 light; uniform sampler2DArray textureAtlas; void main() { - vec4 color = texture(textureAtlas,fs_in.Texture); - if (color.a < 0.3) + vec4 col = texture(textureAtlas, faceTextureUv); + if (col.a < 0.3) discard; - fragColor = vec4(color.rgb * fs_in.Color, 1.0); + color = vec4(col.rgb * faceAddColor.rgb, 1.0f); + normal = vec4(faceNormal, 1.0f); + light = vec4(faceLight / 15.0f, faceAmbientOcclusion, 1.0f); } diff --git a/cwd/assets/altcraft/shaders/frag/fbo.fs b/cwd/assets/altcraft/shaders/frag/fbo.fs deleted file mode 100644 index df624b3..0000000 --- a/cwd/assets/altcraft/shaders/frag/fbo.fs +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 core - -out vec4 FragColor; -in vec2 TexCoords; - -uniform sampler2D inputTexture; - -void main() -{ - FragColor = texture(inputTexture, TexCoords); -}
\ No newline at end of file diff --git a/cwd/assets/altcraft/shaders/frag/fwd_entity.fs b/cwd/assets/altcraft/shaders/frag/fwd_entity.fs new file mode 100644 index 0000000..094aaf2 --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/fwd_entity.fs @@ -0,0 +1,11 @@ +#version 330 core + +in vec4 entityWorldPos; + +out vec4 fragColor; + +uniform vec3 entityColor; + +void main() { + fragColor = vec4(entityColor, 1.0f); +} diff --git a/cwd/assets/altcraft/shaders/frag/fwd_face.fs b/cwd/assets/altcraft/shaders/frag/fwd_face.fs new file mode 100644 index 0000000..12deab8 --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/fwd_face.fs @@ -0,0 +1,39 @@ +#version 330 core + +in vec4 faceWorldPos; +in vec3 faceTextureUv; +in vec3 faceAddColor; +in vec3 faceNormal; +in vec2 faceLight; + +out vec4 fragColor; + +uniform sampler2DArray textureAtlas; + +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + +void main() { + vec4 col = texture(textureAtlas, faceTextureUv); + if (col.a < 0.3f) + discard; + + float localLight = faceLight.r / 15.0f; + float skyLight = faceLight.g / 15.0f; + float lightLevel = clamp(localLight + skyLight * dayTime, 0.01f, 1.0f); + lightLevel = pow(lightLevel, 3); + lightLevel = clamp(lightLevel, 0.005f, 1.0f); + + fragColor = vec4(col.rgb * faceAddColor.rgb * lightLevel, 1.0f); + + fragColor.rgb = pow(fragColor.rgb, vec3(1.0f / gamma)); +} diff --git a/cwd/assets/altcraft/shaders/frag/fwd_sky.fs b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs new file mode 100644 index 0000000..9f278b2 --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs @@ -0,0 +1,66 @@ +#version 330 core + +in vec3 facePos; + +out vec4 fragColor; + +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + +uniform sampler2DArray textureAtlas; +uniform vec4 sunTexture; +uniform float sunTextureLayer; +uniform vec4 moonTexture; +uniform float moonTextureLayer; + +const vec4 DaySkyColor = vec4(0.21, 0.4, 1, 1); + +const vec3 SunPos = vec3(0, 0.1, 0.5); + +const vec3 MoonPos = vec3(0, 0.1, -0.5); + +const vec4 NightSkyColor = vec4(0.0, 0.0008, 0.002, 1.0); + +vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) { + float x = TextureAtlasCoords.x; + float y = TextureAtlasCoords.y; + float w = TextureAtlasCoords.z; + float h = TextureAtlasCoords.w; + vec2 A = vec2(x, 1 - y - h); + vec2 B = vec2(x + w, 1 - y); + vec2 transformed = A + UvCoords * (B - A); + return vec3(transformed.x, transformed.y, Layer); +} + +vec4 Sun() { + vec3 sunDelta = (facePos - SunPos) * 3.0f; + float distanceToSun = length(sunDelta); + vec4 sunColor = texture(textureAtlas, TransformTextureCoord(sunTexture, (vec2(sunDelta.xy) + 0.5f), sunTextureLayer)); + vec4 sun = mix(vec4(0, 0, 0, 1), sunColor, clamp(1 - distanceToSun * 2.0f, 0, 1)); + return sun; +} + +vec4 Moon() { + vec3 moonDelta = (facePos - MoonPos) * 4.5f; + float distanceToMoon = length(moonDelta); + vec4 moonColor = texture(textureAtlas, TransformTextureCoord(moonTexture, (vec2(moonDelta.xy) + 0.5f), moonTextureLayer)); + vec4 moon = mix(vec4(0, 0, 0, 1),moonColor, clamp(1 - distanceToMoon * 2.0f, 0, 1)); + return moon; +} + +void main() { + fragColor = vec4(mix(NightSkyColor, DaySkyColor, dayTime).rgb, 1.0f); + fragColor += vec4(Sun().rgb, 1.0f); + fragColor += vec4(Moon().rgb, 1.0f); + + fragColor.rgb = pow(fragColor.rgb, vec3(1.0f / gamma)); +} diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs new file mode 100644 index 0000000..a0cda02 --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/light.fs @@ -0,0 +1,83 @@ +#version 330 core + +out vec4 fragColor; + +in vec2 uv; + +uniform sampler2D depthStencil; +uniform sampler2D color; +uniform sampler2D normal; +uniform sampler2D light; +uniform sampler2D ssao; + +uniform int renderBuff; +uniform bool applySsao; + +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + +vec3 RecoverViewWorldPos(vec2 screenPos, float depth) { + vec4 viewPos = invProj * vec4(screenPos * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); + return viewPos.xyz / viewPos.w; +} + +void main() { + vec4 c = texture(color, uv); + vec4 n = texture(normal, uv); + n += 1.0f; + n /= 2.0f; + + vec4 l = texture(light, uv); + float depth = texture(depthStencil, uv).r; + float d = (1.0f - depth) * 16.0f; + vec4 s = texture(ssao, uv); + + float faceLight = l.r; + float skyLight = l.g; + float lightLevel = clamp(faceLight + skyLight * dayTime, 0.01f, 1.0f); + lightLevel = pow(lightLevel, 3); + if (applySsao) { + lightLevel *= pow(s.r, 2); + } + lightLevel = clamp(lightLevel, 0.005f, 1.0f); + + vec4 finalColor = vec4(c.rgb * lightLevel, 1.0f); + + finalColor.rgb = pow(finalColor.rgb, vec3(1.0f / gamma)); + + switch(renderBuff) { + case 0: + fragColor = finalColor; + break; + case 1: + fragColor = c; + break; + case 2: + fragColor = n; + break; + case 3: + fragColor = vec4(RecoverViewWorldPos(uv, depth), 1.0f); + break; + case 4: + fragColor = vec4(0.5f); + break; + case 5: + fragColor = vec4(l.r, l.g, 1.0f - l.b, 1.0f); + break; + case 6: + fragColor = vec4(vec3(d), 1.0f); + break; + case 7: + fragColor = vec4(pow(s.r, 2)); + break; + } +} diff --git a/cwd/assets/altcraft/shaders/frag/rml.fs b/cwd/assets/altcraft/shaders/frag/rml.fs index 54c3f36..fa1c596 100644 --- a/cwd/assets/altcraft/shaders/frag/rml.fs +++ b/cwd/assets/altcraft/shaders/frag/rml.fs @@ -1,12 +1,10 @@ #version 330 core -in VS_OUT { - vec4 color; - vec2 tex_coord; -} fs_in; +in vec4 color; +in vec2 uv; out vec4 fragColor; void main() { - fragColor = fs_in.color; + fragColor = color; } diff --git a/cwd/assets/altcraft/shaders/frag/rmltex.fs b/cwd/assets/altcraft/shaders/frag/rmltex.fs index d885b3b..af86b5b 100644 --- a/cwd/assets/altcraft/shaders/frag/rmltex.fs +++ b/cwd/assets/altcraft/shaders/frag/rmltex.fs @@ -1,14 +1,12 @@ #version 330 core -uniform sampler2D fontTexture; - -in VS_OUT { - vec4 color; - vec2 tex_coord; -} fs_in; +in vec4 color; +in vec2 uv; out vec4 fragColor; +uniform sampler2D fontTexture; + void main() { - fragColor = fs_in.color * texture(fontTexture, fs_in.tex_coord); + fragColor = color * texture(fontTexture, uv); } diff --git a/cwd/assets/altcraft/shaders/frag/sky.fs b/cwd/assets/altcraft/shaders/frag/sky.fs index 53e0cf4..731246a 100644 --- a/cwd/assets/altcraft/shaders/frag/sky.fs +++ b/cwd/assets/altcraft/shaders/frag/sky.fs @@ -1,22 +1,37 @@ #version 330 core -in vec3 pos; +in vec3 facePos; -out vec4 fragColor; +layout (location = 0) out vec4 color; +layout (location = 1) out vec4 normal; +layout (location = 2) out vec4 light; + +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; uniform sampler2DArray textureAtlas; -uniform float DayTime; uniform vec4 sunTexture; uniform float sunTextureLayer; uniform vec4 moonTexture; uniform float moonTextureLayer; -const vec4 DaySkyColor = vec4(0.49, 0.66, 1, 1); +const vec4 DaySkyColor = vec4(0.21, 0.4, 1, 1); const vec3 SunPos = vec3(0, 0.1, 0.5); const vec3 MoonPos = vec3(0, 0.1, -0.5); +const vec4 NightSkyColor = vec4(0.0, 0.0008, 0.002, 1.0); + vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) { float x = TextureAtlasCoords.x; float y = TextureAtlasCoords.y; @@ -29,7 +44,7 @@ vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) } vec4 Sun() { - vec3 sunDelta = (pos - SunPos) * 3.0f; + vec3 sunDelta = (facePos - SunPos) * 3.0f; float distanceToSun = length(sunDelta); vec4 sunColor = texture(textureAtlas, TransformTextureCoord(sunTexture, (vec2(sunDelta.xy) + 0.5f), sunTextureLayer)); vec4 sun = mix(vec4(0, 0, 0, 1), sunColor, clamp(1 - distanceToSun * 2.0f, 0, 1)); @@ -37,7 +52,7 @@ vec4 Sun() { } vec4 Moon() { - vec3 moonDelta = (pos - MoonPos) * 4.5f; + vec3 moonDelta = (facePos - MoonPos) * 4.5f; float distanceToMoon = length(moonDelta); vec4 moonColor = texture(textureAtlas, TransformTextureCoord(moonTexture, (vec2(moonDelta.xy) + 0.5f), moonTextureLayer)); vec4 moon = mix(vec4(0, 0, 0, 1),moonColor, clamp(1 - distanceToMoon * 2.0f, 0, 1)); @@ -45,8 +60,10 @@ vec4 Moon() { } void main() { - vec4 starColor = vec4(0.0f, 0.04f, 0.06f, 1.0f); - fragColor = mix(starColor, DaySkyColor, DayTime); - fragColor += Sun(); - fragColor += Moon(); + color = vec4(mix(NightSkyColor, DaySkyColor, dayTime).rgb, 1.0f); + color += vec4(Sun().rgb, 1.0f); + color += vec4(Moon().rgb, 1.0f); + normal = vec4(0.0f, 0.0f, 0.0f, 1.0f); + light = vec4(1.0f, 1.0f, 0.0f, 1.0f); + gl_FragDepth = 1.0f; } diff --git a/cwd/assets/altcraft/shaders/frag/ssao.fs b/cwd/assets/altcraft/shaders/frag/ssao.fs new file mode 100644 index 0000000..1c9db1f --- /dev/null +++ b/cwd/assets/altcraft/shaders/frag/ssao.fs @@ -0,0 +1,68 @@ +#version 330 core + +out vec4 fragColor; + +in vec2 uv; + +uniform sampler2D normal; +uniform sampler2D light; +uniform sampler2D depthStencil; +uniform sampler2D ssaoNoise; + +uniform int ssaoSamples; + +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + +const vec2 noiseScale = vec2(4.0f, 4.0f); +const int kernelSize = 64; +const float radius = 0.5f; +const float bias = 0.025f; + +vec3 RecoverViewWorldPos(vec2 screenPos, float depth) { + vec4 viewPos = invProj * vec4(screenPos * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); + return viewPos.xyz / viewPos.w; +} + +void main() { + vec3 normal = texture(normal, uv).xyz; + vec3 fragPos = RecoverViewWorldPos(uv, texture(depthStencil, uv).r); + vec2 noiseUv = uv * viewportSize / noiseScale; + + vec3 randomVec = texture(ssaoNoise, noiseUv).xyz; + + vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal)); + vec3 bitangent = cross(normal, tangent); + mat3 TBN = mat3(tangent, bitangent, normal); + + float occlusion = 0.0; + int samples = min(kernelSize, ssaoSamples); + for(int i = 0; i < samples; i++) + { + vec3 samplePos = TBN * ssaoKernels[i].xyz; + samplePos = fragPos + samplePos * radius; + + vec4 offset = vec4(samplePos, 1.0); + offset = proj * offset; + offset.xyz /= offset.w; + offset.xyz = offset.xyz * 0.5 + 0.5; + + float sampleDepth = RecoverViewWorldPos(offset.xy, texture(depthStencil, offset.xy).r).z; + float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth)); + float aoMask = texture(light, offset.xy).b; + occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck * aoMask; + } + + occlusion = 1.0f - (occlusion / samples); + + fragColor = vec4(vec3(occlusion), 1.0f); +} diff --git a/cwd/assets/altcraft/shaders/vert/entity.vs b/cwd/assets/altcraft/shaders/vert/entity.vs index e38c54c..8cc7f69 100644 --- a/cwd/assets/altcraft/shaders/vert/entity.vs +++ b/cwd/assets/altcraft/shaders/vert/entity.vs @@ -1,10 +1,21 @@ #version 330 core -in vec3 position; +in vec3 pos; -uniform mat4 projView; uniform mat4 model; +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + void main() { - gl_Position = projView * model * vec4(position, 1); + gl_Position = projView * model * vec4(pos, 1); } diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs index 93e623d..101e4d0 100644 --- a/cwd/assets/altcraft/shaders/vert/face.vs +++ b/cwd/assets/altcraft/shaders/vert/face.vs @@ -1,27 +1,38 @@ #version 330 core -layout (location = 0) in vec3 position[4]; -layout (location = 4) in vec2 uv[4]; -layout (location = 8) in float uvLayer; -layout (location = 9) in float animation; -layout (location = 10) in vec3 color; -layout (location = 11) in vec2 light; +in vec3 pos[4]; +in vec2 uv[4]; +in vec2 light[4]; +in vec3 normal; +in vec3 color; +in vec3 layerAnimationAo; -out VS_OUT { - vec3 Texture; - vec3 Color; -} vs_out; +out vec3 faceTextureUv; +out vec3 faceNormal; +out vec3 faceAddColor; +out vec2 faceLight; +out float faceAmbientOcclusion; -uniform float GlobalTime; -uniform mat4 projView; -uniform float DayTime; -uniform float MinLightLevel; +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; void main() { - gl_Position = projView * vec4(position[gl_VertexID], 1.0f); - vs_out.Texture = vec3(uv[gl_VertexID], uvLayer); - vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation)); + gl_Position = projView * vec4(pos[gl_VertexID], 1.0f); - float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0); - vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, float(color == vec3(0,0,0))); + faceTextureUv = vec3(uv[gl_VertexID], layerAnimationAo.r); + faceTextureUv.y -= (uv[2].y - uv[0].y) * trunc(mod(globalTime * 4.0f, layerAnimationAo.g)); + + faceNormal = (view * vec4(normal, 0.0f)).xyz; + faceAddColor = color; + faceLight = light[gl_VertexID]; + faceAmbientOcclusion = layerAnimationAo.b; } diff --git a/cwd/assets/altcraft/shaders/vert/fbo.vs b/cwd/assets/altcraft/shaders/vert/fbo.vs deleted file mode 100644 index e1e8966..0000000 --- a/cwd/assets/altcraft/shaders/vert/fbo.vs +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 core -layout (location = 0) in vec2 Pos; -layout (location = 1) in vec2 TextureCoords; - -out vec2 TexCoords; - -void main() -{ - gl_Position = vec4(Pos.x, Pos.y, 0.0, 1.0); - TexCoords = TextureCoords; -}
\ No newline at end of file diff --git a/cwd/assets/altcraft/shaders/vert/quad.vs b/cwd/assets/altcraft/shaders/vert/quad.vs new file mode 100644 index 0000000..9add76d --- /dev/null +++ b/cwd/assets/altcraft/shaders/vert/quad.vs @@ -0,0 +1,23 @@ +#version 330 core + +in vec2 pos; +in vec2 uvPos; + +out vec2 uv; + +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + +void main() { + gl_Position = vec4(pos.x, pos.y, 0.0, 1.0); + uv = uvPos; +} diff --git a/cwd/assets/altcraft/shaders/vert/rml.vs b/cwd/assets/altcraft/shaders/vert/rml.vs index bdd3b71..897f49d 100644 --- a/cwd/assets/altcraft/shaders/vert/rml.vs +++ b/cwd/assets/altcraft/shaders/vert/rml.vs @@ -1,22 +1,30 @@ #version 330 core -uniform uvec2 viewportSize; -uniform vec2 translation; -uniform mat4 rotationMat; +in vec2 pos; +in uvec4 col; +in vec2 uvPos; + +out vec4 color; +out vec2 uv; -layout (location = 0) in vec2 pos; -layout (location = 1) in uvec4 color; -layout (location = 2) in vec2 tex_coord; +uniform vec2 translation; -out VS_OUT { - vec4 color; - vec2 tex_coord; -} vs_out; +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; void main() { float x = ((pos.x + translation.x) / viewportSize.x) * 2.0f - 1.0f; float y = ((pos.y + translation.y) / viewportSize.y) * 2.0f - 1.0f; gl_Position = vec4(x, -y, -1.0f, 1.0f); - vs_out.color = vec4(float(color.x) / 255.0f, float(color.y) / 255.0f, float(color.z) / 255.0f, float(color.w) / 255.0f); - vs_out.tex_coord = tex_coord; + color = vec4(float(col.x) / 255.0f, float(col.y) / 255.0f, float(col.z) / 255.0f, float(col.w) / 255.0f); + uv = uvPos; } diff --git a/cwd/assets/altcraft/shaders/vert/sky.vs b/cwd/assets/altcraft/shaders/vert/sky.vs index 0ab261c..c618852 100644 --- a/cwd/assets/altcraft/shaders/vert/sky.vs +++ b/cwd/assets/altcraft/shaders/vert/sky.vs @@ -1,13 +1,24 @@ #version 330 core -in vec3 position; +in vec3 pos; -out vec3 pos; +out vec3 facePos; -uniform mat4 projView; uniform mat4 model; +layout (std140) uniform Globals { + mat4 projView; + mat4 proj; + mat4 invProj; + mat4 view; + uvec2 viewportSize; + vec4 ssaoKernels[64]; + float globalTime; + float dayTime; + float gamma; +}; + void main() { - pos = position; - gl_Position = projView * model * vec4(position, 1); + facePos = pos; + gl_Position = projView * model * vec4(pos, 1); } diff --git a/cwd/assets/altcraft/ui/options-styles.rcss b/cwd/assets/altcraft/ui/options-styles.rcss index fbfc685..13c20d2 100644 --- a/cwd/assets/altcraft/ui/options-styles.rcss +++ b/cwd/assets/altcraft/ui/options-styles.rcss @@ -5,7 +5,7 @@ form { width: 70%; display: block; - margin: 5% auto; + margin: 1% auto; background-color: #211710; } @@ -80,5 +80,5 @@ input.range sliderarrowinc { width: 45%; height: 8%; position: fixed; - margin: 5% auto auto; + margin: 0% auto auto; } diff --git a/cwd/assets/altcraft/ui/options.rml b/cwd/assets/altcraft/ui/options.rml index 485dcba..4529487 100644 --- a/cwd/assets/altcraft/ui/options.rml +++ b/cwd/assets/altcraft/ui/options.rml @@ -8,9 +8,15 @@ <body class="body-options"> <form> <div class="option"> - <label>Brightness</label> - <input type="range" min="0.0" max="1.0" step="0.01" id="brightness" /> - <span id="brightness-val"></span> + <label>Gamma</label> + <input type="range" min="1.0" max="3.0" step="0.1" id="gamma" /> + <span id="gamma-val"></span> + </div> + + <div class="option"> + <label>Deffered shading</label> + <input type="checkbox" id="deffered" /> + <span id="deffered-val"></span> </div> <div class="option"> @@ -54,7 +60,25 @@ <input type="checkbox" id="wireframe" /> <span id="wireframe-val"></span> </div> - + + <div class="option"> + <label>Smooth lighting</label> + <input type="checkbox" id="smoothlight" /> + <span id="smoothlight-val"></span> + </div> + + <div class="option"> + <label>Ambient occlusion quality</label> + <input type="range" min="0" max="64" step="4" id="ssaoSamples" /> + <span id="ssaoSamples-val"></span> + </div> + + <div class="option"> + <label>Ambient occlusion scale</label> + <input type="range" min="0.05" max="2.0" step="0.05" id="ssaoScale" /> + <span id="ssaoScale-val"></span> + </div> + </form> <button class="mc-button" id="done" onclick="CloseOptions(document)">Done</button> </body> |