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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-08-20 17:21:29 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-08-20 17:21:29 +0200 |
commit | c62e2cd49649109f0135e56ee8add0dab2254d01 (patch) | |
tree | 7e6240186a3801daf0189d1883081b93b5f1eb5c /cwd | |
parent | 2017-08-19 (diff) | |
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Diffstat (limited to 'cwd')
-rw-r--r-- | cwd/shaders/entity.fs | 2 | ||||
-rw-r--r-- | cwd/shaders/face.fs | 4 | ||||
-rw-r--r-- | cwd/shaders/face.vs | 3 | ||||
-rw-r--r-- | cwd/shaders/sky.fs | 49 | ||||
-rw-r--r-- | cwd/shaders/sky.vs | 17 |
5 files changed, 74 insertions, 1 deletions
diff --git a/cwd/shaders/entity.fs b/cwd/shaders/entity.fs index 6935d1b..f0bb42f 100644 --- a/cwd/shaders/entity.fs +++ b/cwd/shaders/entity.fs @@ -4,6 +4,6 @@ uniform vec3 color; in vec2 uvPos; void main(){ - if (uvPos.x < 0.9 && uvPos.x > 0.1 && uvPos.y < 0.9 && uvPos.y > 0.1) discard; + //if (uvPos.x < 0.9 && uvPos.x > 0.1 && uvPos.y < 0.9 && uvPos.y > 0.1) discard; gl_FragColor = vec4(color,1); }
\ No newline at end of file diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs index 4710f90..6e9d8f0 100644 --- a/cwd/shaders/face.fs +++ b/cwd/shaders/face.fs @@ -4,6 +4,7 @@ in VS_OUT { vec2 UvPosition; vec4 Texture; vec3 Color; + vec2 Light; } fs_in; uniform sampler2D textureAtlas; @@ -44,4 +45,7 @@ void main() { vec3 hsvColor = rgb2hsv(gl_FragColor.xyz); hsvColor+=fs_in.Color; gl_FragColor = vec4(hsv2rgb(hsvColor),1); +// gl_FragColor = vec4(fs_in.Light.x / 16.0,0,fs_in.Light.y / 16.0,1); + float faceLight = clamp((fs_in.Light.x + fs_in.Light.y) / 16.0,0,16); + 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 95818ef..9bf2639 100644 --- a/cwd/shaders/face.vs +++ b/cwd/shaders/face.vs @@ -4,11 +4,13 @@ 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; } vs_out; uniform mat4 view; @@ -22,4 +24,5 @@ void main() vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); vs_out.Texture = Texture; vs_out.Color = color; + vs_out.Light = light; } diff --git a/cwd/shaders/sky.fs b/cwd/shaders/sky.fs new file mode 100644 index 0000000..549d463 --- /dev/null +++ b/cwd/shaders/sky.fs @@ -0,0 +1,49 @@ +#version 330 core + +in vec2 uvPos; +in vec3 pos; + +uniform sampler2D textureAtlas; +uniform vec4 skyTexture; +uniform float DayTime; +uniform vec4 sunTexture; +uniform vec4 moonTexture; + +const vec4 DaySkyColor = vec4(0.49,0.66,1, 1); + +const vec3 SunPos = vec3(0,0.1,0.5); + +const vec3 MoonPos = vec3(0,0.1,-0.5); + +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); +} + +vec4 Sun() { + vec3 sunDelta = (pos - SunPos)*3.0f; + float distanceToSun = length(sunDelta); + vec4 sunColor = texture(textureAtlas,TransformTextureCoord(sunTexture,(vec2(sunDelta.xy)+0.5f))); + vec4 sun = mix(vec4(0,0,0,1),sunColor,clamp(1-distanceToSun*2.0f,0,1)); + return sun; +} + +vec4 Moon() { + vec3 moonDelta = (pos - MoonPos)*4.5f; + float distanceToMoon = length(moonDelta); + vec4 moonColor = texture(textureAtlas,TransformTextureCoord(moonTexture,(vec2(moonDelta.xy)+0.5f))); + vec4 moon = mix(vec4(0,0,0,1),moonColor,clamp(1-distanceToMoon*2.0f,0,1)); + return moon; +} + +void main() { + vec4 starColor = texture(textureAtlas,TransformTextureCoord(skyTexture,uvPos)); + gl_FragColor = mix(starColor, DaySkyColor, DayTime); + gl_FragColor += Sun(); + gl_FragColor += Moon(); +}
\ No newline at end of file diff --git a/cwd/shaders/sky.vs b/cwd/shaders/sky.vs new file mode 100644 index 0000000..983e1f3 --- /dev/null +++ b/cwd/shaders/sky.vs @@ -0,0 +1,17 @@ +#version 330 core + +uniform mat4 view; +uniform mat4 projection; +uniform mat4 model; + +layout (location = 0) in vec3 position; +layout (location = 1) in vec2 uvPosition; + +out vec2 uvPos; +out vec3 pos; + +void main(){ + uvPos = uvPosition; + pos = position; + gl_Position = projection*view*model*vec4(position,1); +}
\ No newline at end of file |