improve shader
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64396b28b9
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01ceef058c
7 changed files with 127 additions and 106 deletions
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@ -10,9 +10,9 @@ struct light_t {
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in vec3 vertex;
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in vec3 normal;
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in vec4 brightness;
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in vec2 tex_coord;
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in vec2 lm_coord;
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in float brightness;
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uniform vec3 cam_pos;
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uniform sampler2D tex;
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@ -24,9 +24,9 @@ uniform float max_cam_dist;
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uniform float light_factor;
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uniform vec3 dir_direction;
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uniform vec3 dir_ambient;
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uniform vec3 dir_diffuse;
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uniform vec3 dir_specular;
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uniform vec3 block_ambient;
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uniform int n_lights;
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uniform bool sky_light;
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uniform light_block {
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light_t lights[MAX_LIGHTS];
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};
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@ -50,8 +50,8 @@ vec3 calc_dir_light(vec3 norm, vec3 dir, vec3 rgb) {
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vec3 rdir = reflect(-ldir, norm);
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float spec = pow(max(dot(dir, rdir), 0.0), shine);
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vec3 ambient = dir_ambient * rgb + clamp(vec3(0.0), 0.0, 1.0);
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vec3 diffuse = dir_diffuse * diff * rgb;
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vec3 specular = dir_specular * spec * specular * rgb;
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vec3 diffuse = dir_ambient * 0.125 * diff * rgb;
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vec3 specular = dir_ambient * 1.25 * spec * specular * rgb;
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return (ambient + diffuse + specular);
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}
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@ -75,10 +75,12 @@ vec3 calc_point_light(light_t light, vec3 norm, vec3 dir, vec3 rgb) {
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void main() {
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vec3 norm = normalize(normal);
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vec3 dir = normalize(cam_pos - vertex);
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vec4 texel = texture(tex, tex_coord) * brightness;
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texel *= texture(lightmap, 0.03125 + lm_coord * 256.0);
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vec3 rgb = texel.rgb;
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vec3 result = calc_dir_light(norm, dir, rgb);
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vec4 texel = texture(tex, tex_coord);
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float sky = sky_light ? vertex.y < 0.0 ? 0.0 : (vertex.y < 64.0 ? vertex.y / 64.0 : 1.0) : 1.0;
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float block = clamp(0.03125 + lm_coord.x * 256.0, 0.0, 1.0);
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vec3 lm = block * block_ambient;
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vec3 rgb = texel.rgb; // * brightness;
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vec3 result = rgb * lm + calc_dir_light(norm, dir, rgb * sky * (1.0 - block));
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// int l = 0;
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for(int z = 0; z < n_lights; z++) {
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// if(lights[z].enabled) {
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@ -87,5 +89,5 @@ void main() {
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// l++;
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// }
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}
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FragColor = texel; // vec4(result, texel.a);
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FragColor = vec4(result, texel.a);
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}
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