Files
LuaVox/assets/shaders/chunk/node_transparent.frag

48 lines
1.3 KiB
GLSL

#version 460
layout(location = 0) in FragmentObj {
vec3 GeoPos; // Реальная позиция в мире
vec3 Normal;
flat uint Texture; // Текстура
vec2 UV;
} Fragment;
layout(location = 0) out vec4 Frame;
struct AtlasEntry {
vec4 UVMinMax;
uint Layer;
uint Flags;
uint _Pad0;
uint _Pad1;
};
const uint ATLAS_ENTRY_VALID = 1u;
uniform layout(set = 0, binding = 0) sampler2DArray MainAtlas;
layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj {
AtlasEntry Entries[];
} MainAtlasLayout;
uniform layout(set = 1, binding = 0) sampler2DArray LightMap;
layout(set = 1, binding = 1) readonly buffer LightMapLayoutObj {
vec3 Color;
} LightMapLayout;
vec4 atlasColor(uint texId, vec2 uv)
{
AtlasEntry entry = MainAtlasLayout.Entries[texId];
if((entry.Flags & ATLAS_ENTRY_VALID) == 0u)
return vec4(((int(gl_FragCoord.x / 128) + int(gl_FragCoord.y / 128)) % 2) * vec3(1, 0, 1), 1);
vec2 baseUV = vec2(uv.x, 1.0f - uv.y);
vec2 atlasUV = mix(entry.UVMinMax.xy, entry.UVMinMax.zw, baseUV);
atlasUV = clamp(atlasUV, entry.UVMinMax.xy, entry.UVMinMax.zw);
return texture(MainAtlas, vec3(atlasUV, entry.Layer));
}
void main() {
Frame = atlasColor(Fragment.Texture, Fragment.UV);
Frame.xyz *= max(0.2f, dot(Fragment.Normal, normalize(vec3(0.5, 1, 0.8))));
}