trueno/src/shaders/shader_trixel.glsl
2025-10-18 15:11:34 +03:00

131 lines
3.1 KiB
GLSL

@vs vs_trixel
in vec4 position;
in vec4 normal;
in vec4 inst;
in vec4 inst_col;
layout(binding=0) uniform vs_params {
mat4 mvp;
vec3 camera;
};
out vec4 color;
out vec4 fnormal;
out vec4 pos;
out vec3 cam;
void main() {
vec3 instancepos = inst.xyz;
gl_Position = mvp * (vec4(position.xyz + instancepos, 1.0));
fnormal = normal;
color = inst_col;
pos = gl_Position;
cam = camera;
}
@end
@fs fs_trixel
layout(binding=1) uniform trixel_world_config {
vec3 skyBase;
vec3 skyTop;
vec3 sunDisk;
vec3 horizonHalo;
vec3 sunHalo;
vec3 sunLightColor;
vec3 sunPosition;
float sunIntensity;
float skyIntensity;
int hasClouds;
float planeHeight;
int planeType;
vec3 waterColor;
vec3 deepColor;
float time;
};
in vec4 color;
in vec4 fnormal;
in vec4 pos;
in vec3 cam;
out vec4 frag_color;
const float PI = 3.1412854;
float DistributionGGX(vec3 N, vec3 H, float roughness) {
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness) {
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0) {
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
void main() {
// Get the material info.
vec3 albedo = color.xyz;
int packedMaterial = int(round(color.w*255.0));
float emittance = float((packedMaterial >> 1) & 0x3) / 3.0;
int roughnessInt = (packedMaterial >> 5) & 0x7;
float roughness = max(float(roughnessInt) / 7.0, 0.05);
float metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
// Ambient light.
vec3 light = 0.3 * albedo;
// // Make emitting things look bright.
// if(emittance > 0.01) return vec4(albedo, 1.0);
vec3 N = normalize(fnormal.xyz);
vec3 V = normalize(cam - pos.xyz);
vec3 L = normalize(sunPosition);
vec3 H = normalize(V + L);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
float NdotL = max(dot(N, L), 0.0);
vec3 kD = vec3(1.0) - F;
kD *= 1.0 - metallic;
light += (kD * albedo / PI + specular) * NdotL * vec3(1.0, 1.0, 1.0);
frag_color = vec4(vec3(light), 1.0);
}
@end
@program trixel vs_trixel fs_trixel