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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs38
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs48
2 files changed, 17 insertions, 69 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index bd2a2d7..30d44d2 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -1,50 +1,18 @@
#version 330 core
in VS_OUT {
- vec2 UvPosition;
vec3 Texture;
vec3 Color;
- vec2 Light;
} fs_in;
out vec4 fragColor;
uniform sampler2DArray textureAtlas;
-uniform float DayTime;
-uniform float MinLightLevel;
-
-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 color = texture(textureAtlas,fs_in.Texture);
+ vec4 color = texture(textureAtlas,fs_in.Texture);
if (color.a < 0.3)
discard;
- vec3 hsvColor = rgb2hsv(color.xyz);
- hsvColor+=fs_in.Color;
- color = vec4(hsv2rgb(hsvColor),1);
-
- float light = fs_in.Light.x / 15.0;
- float skyLight = (fs_in.Light.y / 15.0) * DayTime;
-
- float faceLight = clamp(light + skyLight,MinLightLevel,1.0);
-
- color = vec4(color.rgb * faceLight, color.a);
- fragColor = color;
-} \ No newline at end of file
+ fragColor = vec4(color.rgb * fs_in.Color, 1.0);
+}
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index 30ae0d7..469ea94 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -1,47 +1,27 @@
#version 330 core
-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;
-layout (location = 14) in float TextureLayer;
-layout (location = 15) in float TextureFrames;
+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;
out VS_OUT {
- vec2 UvPosition;
vec3 Texture;
vec3 Color;
- vec2 Light;
} vs_out;
uniform float GlobalTime;
uniform mat4 projView;
+uniform float DayTime;
+uniform float MinLightLevel;
-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 transformed = vec2(x, 1 - y - h) + UvCoords * TextureAtlasCoords.zw;
- return vec3(transformed.x, transformed.y, Layer);
-}
-
-void main()
-{
- vec4 sourcePosition = vec4(position,1.0f);
- gl_Position = projView * model * sourcePosition;
-
- vec4 texturePos = Texture;
- float frameHeight = texturePos.w / TextureFrames;
- float currentFrame = mod(GlobalTime * 4.0f, TextureFrames);
- currentFrame = trunc(currentFrame);
- texturePos.w = frameHeight;
- texturePos.y = texturePos.y + currentFrame * frameHeight;
+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));
- vs_out.UvPosition = UvCoordinates;
- vs_out.Texture = TransformTextureCoord(texturePos,UvCoordinates,TextureLayer);
- vs_out.Color = color;
- vs_out.Light = light;
+ 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, (color == vec3(0,0,0)));
}