diff options
Diffstat (limited to 'cwd/assets/altcraft/shaders/frag')
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/entity.fs | 8 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/face.fs | 7 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/fwd_face.fs | 1 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/fwd_sky.fs | 1 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/light.fs | 13 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/sky.fs | 8 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/ssao.fs | 12 |
7 files changed, 28 insertions, 22 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/entity.fs b/cwd/assets/altcraft/shaders/frag/entity.fs index 31e1a7c..813a9af 100644 --- a/cwd/assets/altcraft/shaders/frag/entity.fs +++ b/cwd/assets/altcraft/shaders/frag/entity.fs @@ -1,19 +1,15 @@ #version 330 core -in vec4 entityWorldPos; - layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; -layout (location = 2) out vec4 worldPos; -layout (location = 3) out vec4 addColor; -layout (location = 4) out vec4 light; +layout (location = 2) out vec4 addColor; +layout (location = 3) out vec4 light; uniform vec3 entityColor; void main() { color = vec4(entityColor, 1.0f); normal = vec4(0.0f, 0.0f, 0.0f, 1.0f); - worldPos = entityWorldPos; addColor = vec4(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 65b7d15..ebda304 100644 --- a/cwd/assets/altcraft/shaders/frag/face.fs +++ b/cwd/assets/altcraft/shaders/frag/face.fs @@ -1,6 +1,5 @@ #version 330 core -in vec4 faceWorldPos; in vec3 faceTextureUv; in vec3 faceAddColor; in vec3 faceNormal; @@ -8,9 +7,8 @@ in vec2 faceLight; layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; -layout (location = 2) out vec4 worldPos; -layout (location = 3) out vec4 addColor; -layout (location = 4) out vec4 light; +layout (location = 2) out vec4 addColor; +layout (location = 3) out vec4 light; uniform sampler2DArray textureAtlas; @@ -21,7 +19,6 @@ void main() { color = vec4(col.rgb, 1.0f); normal = vec4(faceNormal, 1.0f); - worldPos = faceWorldPos; addColor = vec4(faceAddColor, 1.0f); light = vec4(faceLight / 15.0f, 0.0f, 1.0f); } diff --git a/cwd/assets/altcraft/shaders/frag/fwd_face.fs b/cwd/assets/altcraft/shaders/frag/fwd_face.fs index deb8341..12deab8 100644 --- a/cwd/assets/altcraft/shaders/frag/fwd_face.fs +++ b/cwd/assets/altcraft/shaders/frag/fwd_face.fs @@ -13,6 +13,7 @@ uniform sampler2DArray textureAtlas; layout (std140) uniform Globals { mat4 projView; mat4 proj; + mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; diff --git a/cwd/assets/altcraft/shaders/frag/fwd_sky.fs b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs index b6185fd..9f278b2 100644 --- a/cwd/assets/altcraft/shaders/frag/fwd_sky.fs +++ b/cwd/assets/altcraft/shaders/frag/fwd_sky.fs @@ -7,6 +7,7 @@ out vec4 fragColor; layout (std140) uniform Globals { mat4 projView; mat4 proj; + mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs index c7e7254..3876388 100644 --- a/cwd/assets/altcraft/shaders/frag/light.fs +++ b/cwd/assets/altcraft/shaders/frag/light.fs @@ -7,7 +7,6 @@ in vec2 uv; uniform sampler2D depthStencil; uniform sampler2D color; uniform sampler2D normal; -uniform sampler2D worldPos; uniform sampler2D addColor; uniform sampler2D light; uniform sampler2D ssao; @@ -18,6 +17,7 @@ uniform bool applySsao; layout (std140) uniform Globals { mat4 projView; mat4 proj; + mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; @@ -26,16 +26,21 @@ layout (std140) uniform Globals { 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 wp = texture(worldPos, uv); vec4 ac = texture(addColor, uv); vec4 l = texture(light, uv); - float d = (1.0f - texture(depthStencil, uv).r) * 16.0f; + float depth = texture(depthStencil, uv).r; + float d = (1.0f - depth) * 16.0f; vec4 s = texture(ssao, uv); float faceLight = l.r; @@ -62,7 +67,7 @@ void main() { fragColor = n; break; case 3: - fragColor = wp; + fragColor = vec4(RecoverViewWorldPos(uv, depth), 1.0f); break; case 4: fragColor = ac; diff --git a/cwd/assets/altcraft/shaders/frag/sky.fs b/cwd/assets/altcraft/shaders/frag/sky.fs index dc97440..f3830b8 100644 --- a/cwd/assets/altcraft/shaders/frag/sky.fs +++ b/cwd/assets/altcraft/shaders/frag/sky.fs @@ -4,13 +4,13 @@ in vec3 facePos; layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; -layout (location = 2) out vec4 worldPos; -layout (location = 3) out vec4 addColor; -layout (location = 4) out vec4 light; +layout (location = 2) out vec4 addColor; +layout (location = 3) out vec4 light; layout (std140) uniform Globals { mat4 projView; mat4 proj; + mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; @@ -65,7 +65,7 @@ void main() { color += vec4(Sun().rgb, 1.0f); color += vec4(Moon().rgb, 1.0f); normal = vec4(0.0f, 0.0f, 0.0f, 1.0f); - worldPos = vec4(0.0f, 0.0f, 0.0f, 1.0f); addColor = vec4(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 index 4ed93fd..662852f 100644 --- a/cwd/assets/altcraft/shaders/frag/ssao.fs +++ b/cwd/assets/altcraft/shaders/frag/ssao.fs @@ -5,7 +5,7 @@ out vec4 fragColor; in vec2 uv; uniform sampler2D normal; -uniform sampler2D worldPos; +uniform sampler2D depthStencil; uniform sampler2D ssaoNoise; uniform int ssaoSamples; @@ -13,6 +13,7 @@ uniform int ssaoSamples; layout (std140) uniform Globals { mat4 projView; mat4 proj; + mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; @@ -26,9 +27,14 @@ 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 = texture(worldPos, uv).xyz; + vec3 fragPos = RecoverViewWorldPos(uv, texture(depthStencil, uv).r); vec2 noiseUv = uv * viewportSize / noiseScale; vec3 randomVec = texture(ssaoNoise, noiseUv).xyz; @@ -49,7 +55,7 @@ void main() { offset.xyz /= offset.w; offset.xyz = offset.xyz * 0.5 + 0.5; - float sampleDepth = texture(worldPos, offset.xy).z; + float sampleDepth = RecoverViewWorldPos(offset.xy, texture(depthStencil, offset.xy).r).z; float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth)); occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck; } |