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-rw-r--r--cwd/shaders/block.fs179
-rw-r--r--cwd/shaders/block.gs32
-rw-r--r--cwd/shaders/block.vs31
-rw-r--r--cwd/shaders/face.fs9
-rw-r--r--cwd/shaders/face.vs11
-rw-r--r--cwd/shaders/gui.fs21
-rw-r--r--cwd/shaders/gui.vs27
-rw-r--r--cwd/shaders/simple.fs7
-rw-r--r--cwd/shaders/simple.vs9
9 files changed, 11 insertions, 315 deletions
diff --git a/cwd/shaders/block.fs b/cwd/shaders/block.fs
deleted file mode 100644
index 15fd217..0000000
--- a/cwd/shaders/block.fs
+++ /dev/null
@@ -1,179 +0,0 @@
-#version 330 core
-
-in VS_OUT {
- vec2 UvPosition;
- vec3 FragmentPosition;
- flat int Block;
- flat int State;
- vec4 ndcPos;
-} fs_in;
-
-uniform sampler2D textureAtlas;
-uniform float time;
-uniform int isInside;
-uniform vec2 windowSize;
-
-// TextureIndex: [most significant bit]<-...<-side[3bit]<-id[13]<-state[4]
-layout(std140) uniform TextureIndexes { // binding point: 0
- int totalTextures;
- int indexes[1023];
-};
-layout(std140) uniform TextureData { // binding point: 1
- vec4 textureData[1024];
-};
-
-vec4 GetTextureByBlockId();
-vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords);
-vec4 CheckIndexValidness();
-vec4 GetDepthColor();
-vec4 GetCheckerColor();
-vec4 VTC(int value);
-
-int GetBlockSide(){
- int side=6;
- if (fs_in.FragmentPosition.y==-0.5)
- side=0;
- else if (fs_in.FragmentPosition.y==0.5)
- side=1;
- else if (fs_in.FragmentPosition.x==-0.5)
- side = 3;
- else if (fs_in.FragmentPosition.x==0.5)
- side = 2;
- else if (fs_in.FragmentPosition.z==-0.5)
- side=4;
- else if (fs_in.FragmentPosition.z==0.5)
- side=5;
- return side;
-}
-int index,side,id,state;
-
-vec3 rgb2hsv(vec3 c)
-{
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
-
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
-}
-
-vec3 hsv2rgb(vec3 c)
-{
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
-}
-
-
-void main() {
- vec4 BlockTextureCoords = GetTextureByBlockId();
- vec2 AtlasCoords = TransformTextureCoord(BlockTextureCoords, fs_in.UvPosition);
- gl_FragColor = texture(textureAtlas, AtlasCoords);
- if (gl_FragColor.a<0.1) discard;
- if (fs_in.Block==2 && side==1 || fs_in.Block==18 || fs_in.Block==31 && state==1 || fs_in.Block==31 && state==2) { //Grass and leaves colorizing
- const float BiomeColor = 0.275;
- vec3 hsvColor = rgb2hsv(gl_FragColor.xyz);
- hsvColor[0]+=BiomeColor;
- hsvColor[1]=0.63;
- hsvColor[2]+=0.1;
- gl_FragColor = vec4(hsv2rgb(hsvColor),1);
- }
-}
-
-vec4 GetTextureByBlockId() {
- int BlockSide = GetBlockSide();
- for (int i = 0; i < totalTextures; i++) {
- index = indexes[i];
- side = (index & 0x70000) >> 16;
- id = (index & 0xFF0) >> 4;
- state = index & 0xF;
-
- if (id != fs_in.Block)
- continue;
- if (state != fs_in.State)
- continue;
- if (side == 6)
- return textureData[i];
- if (BlockSide == side)
- return textureData[i];
- if (side == 6)
- return textureData[i];
- else if (side == BlockSide)
- return textureData[i];
- }
- // Fallback TNT texture
- return vec4(0.0546875, 0.00442477876106194690, 0.0078125,
- 0.00442477876106194690);
-}
-
-vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
- float x = TextureAtlasCoords.x;
- float y = TextureAtlasCoords.y;
- float w = TextureAtlasCoords.z;
- float h = TextureAtlasCoords.w;
- vec2 A = vec2(x, y);
- vec2 B = vec2(x + w, y + h);
-
- const bool isTextureFlippedVertically = true;
- if (isTextureFlippedVertically) {
- y = 1 - y;
- A = vec2(x, y - h);
- B = vec2(x + w, y);
- }
- return A + UvCoords * (B - A);
-}
-
-vec4 CheckIndexValidness() {
- vec4 color = vec4(0, 1, 0, 1);
- if (totalTextures != 6)
- return vec4(1, 0, 0, 1);
- if (indexes[0] != 393248)
- return vec4(1, 1, 0, 1);
- for (int i = 1; i < 20; i++)
- if (indexes[i] != 0)
- return vec4(0, 0, 1, 1);
- return vec4(0, 1, 0, 1);
-}
-
-float near = 1.0;
-float far = 100.0;
-
-float LinearizeDepth(float depth) {
- float z = depth * 2.0 - 1.0; // Back to NDC
- return (2.0 * near * far) / (far + near - z * (far - near));
-}
-
-vec4 GetDepthColor() {
- float depth =
- LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
- return vec4(vec3(depth), 1.0f);
-}
-
-vec4 GetCheckerColor() {
- if (fs_in.UvPosition.x>0.5 && fs_in.UvPosition.y<0.5 || fs_in.UvPosition.x<0.5 && fs_in.UvPosition.y>0.5)
- return vec4(0.7,0.7,0,1);
- else
- return vec4(0,0,0,1);
-}
-
-vec4 VTC(int value){
- switch(value)
- {
- case 0:
- return vec4(0,0,0,1);
- case 1:
- return vec4(1,0,0,1);
- case 2:
- return vec4(0,1,0,1);
- case 3:
- return vec4(0,0,1,1);
- case 4:
- return vec4(1,1,0,1);
- case 5:
- return vec4(1,0,1,1);
- case 6:
- return vec4(0,1,1,1);
- }
- return vec4(1,1,1,1);
-}
diff --git a/cwd/shaders/block.gs b/cwd/shaders/block.gs
deleted file mode 100644
index 17d61c3..0000000
--- a/cwd/shaders/block.gs
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 330 core
-
-in gl_Vertex
-{
- vec4 gl_Position;
- float gl_PointSize;
- float gl_ClipDistance[];
-} gl_in[];
-
-in VS_OUT {
- vec2 UvPosition;
- vec3 FragmentPosition;
- flat int Block;
- flat int State;
- vec4 ndcPos;
-} gs_in[];
-
-out GS_OUT {
- vec2 UvPosition;
- vec3 FragmentPosition;
- flat int Block;
- flat int State;
- vec4 ndcPos;
-} gs_out[];
-
-void main() {
- gs_out[0].UvPosition = gs_in[0].UvPosition;
- gs_out[0].FragmentPosition = gs_in[0].FragmentPosition;
- gs_out[0].Block = gs_in[0].Block;
- gs_out[0].State = gs_in[0].State;
- gs_out[0].ndcPos = gs_in[0].ndcPos;
-} \ No newline at end of file
diff --git a/cwd/shaders/block.vs b/cwd/shaders/block.vs
deleted file mode 100644
index 457d5dd..0000000
--- a/cwd/shaders/block.vs
+++ /dev/null
@@ -1,31 +0,0 @@
-#version 330 core
-layout (location = 0) in vec3 position;
-layout (location = 2) in vec2 UvCoordinates;
-layout (location = 7) in vec2 BlockId;
-layout (location = 8) in mat4 model;
-//layout (location = 12) in something....
-
-out VS_OUT {
- vec2 UvPosition;
- vec3 FragmentPosition;
- flat int Block;
- flat int State;
- vec4 ndcPos;
-} vs_out;
-
-uniform mat4 view;
-uniform mat4 projection;
-uniform float time;
-
-void main()
-{
- vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
- vs_out.FragmentPosition = position;
- vs_out.Block = int(BlockId.x);
- vs_out.State = int(BlockId.y);
-
- vec4 sourcePosition = vec4(position,1.0f);
- vs_out.ndcPos = (projection*view*model) * sourcePosition;
- gl_Position = projection * view * model * sourcePosition;
-
-}
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs
index aa45997..ae2eb56 100644
--- a/cwd/shaders/face.fs
+++ b/cwd/shaders/face.fs
@@ -2,9 +2,10 @@
in VS_OUT {
vec2 UvPosition;
- vec4 Texture;
- vec3 Color;
- vec2 Light;
+ flat vec4 Texture;
+ flat vec3 Color;
+ flat vec2 Light;
+ flat int Face;
} fs_in;
uniform sampler2D textureAtlas;
@@ -47,4 +48,4 @@ void main() {
gl_FragColor = vec4(hsv2rgb(hsvColor),1);
//float faceLight = clamp((fs_in.Light.x + fs_in.Light.y) / 15.0,0.2,1.0);
//gl_FragColor = vec4(gl_FragColor.rgb * faceLight,gl_FragColor.a);
-} \ No newline at end of file
+}
diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs
index 9bf2639..4cf4e75 100644
--- a/cwd/shaders/face.vs
+++ b/cwd/shaders/face.vs
@@ -2,15 +2,15 @@
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 UvCoordinates;
layout (location = 7) in vec4 Texture;
-layout (location = 8) in mat4 model;
layout (location = 12) in vec3 color;
layout (location = 13) in vec2 light;
out VS_OUT {
vec2 UvPosition;
- vec4 Texture;
- vec3 Color;
- vec2 Light;
+ flat vec4 Texture;
+ flat vec3 Color;
+ flat vec2 Light;
+ flat int Face;
} vs_out;
uniform mat4 view;
@@ -19,10 +19,11 @@ uniform mat4 projection;
void main()
{
vec4 sourcePosition = vec4(position,1.0f);
- gl_Position = projection * view * model * sourcePosition;
+ gl_Position = projection * view * sourcePosition;
vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
vs_out.Texture = Texture;
vs_out.Color = color;
vs_out.Light = light;
+ vs_out.Face = gl_VertexID / 6;
}
diff --git a/cwd/shaders/gui.fs b/cwd/shaders/gui.fs
deleted file mode 100644
index 95196b9..0000000
--- a/cwd/shaders/gui.fs
+++ /dev/null
@@ -1,21 +0,0 @@
-#version 330 core
-
-in vec2 uv;
-
-uniform vec4 widgetTexture;
-uniform sampler2D textureAtlas;
-
-vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
- 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);
- return A + UvCoords * (B - A);
-}
-
-void main(){
- vec4 color = texture(textureAtlas,TransformTextureCoord(widgetTexture,uv));
- gl_FragColor = color;
-} \ No newline at end of file
diff --git a/cwd/shaders/gui.vs b/cwd/shaders/gui.vs
deleted file mode 100644
index b6f848b..0000000
--- a/cwd/shaders/gui.vs
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 330 core
-
-uniform vec4 transform;
-
-layout (location = 0) in vec3 position;
-layout (location = 1) in vec2 UvCoordinates;
-
-out vec2 uv;
-
-vec2 TransfromWidgetCoord() {
- vec2 origin = vec2((transform.x * 2.0f) - 1.0f, (0.5 - transform.y) * 2.0f);
-
- float x = transform.x;
- float y = transform.y;
- float w = transform.z;
- float h = transform.w;
- vec2 A = vec2(x, 1 - y - h);
- vec2 B = vec2(x + w, 1 - y);
- vec2 ret = vec2(A + position.xy * (B - A));
- return vec2(ret.x-1.0f,ret.y);
-}
-
-void main(){
- uv = UvCoordinates;
-
- gl_Position = vec4(TransfromWidgetCoord(),0,1);
-} \ No newline at end of file
diff --git a/cwd/shaders/simple.fs b/cwd/shaders/simple.fs
deleted file mode 100644
index 34cc192..0000000
--- a/cwd/shaders/simple.fs
+++ /dev/null
@@ -1,7 +0,0 @@
-#version 330 core
-
-uniform vec3 color;
-
-void main(){
- gl_FragColor = vec4(color,1);
-} \ No newline at end of file
diff --git a/cwd/shaders/simple.vs b/cwd/shaders/simple.vs
deleted file mode 100644
index 8c9f37f..0000000
--- a/cwd/shaders/simple.vs
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 330 core
-
-uniform mat4 view;
-uniform mat4 projection;
-layout (location = 0) in vec3 position;
-
-void main(){
- gl_Position = vec4(position,1);//projection*view*vec4(position,1);
-} \ No newline at end of file