Weiter am Editor gearbeitet, unter anderem LOD System, Items, Trees, Modelle
This commit is contained in:
42
blight-assets/src/main/resources/Shaders/Fern.frag
Normal file
42
blight-assets/src/main/resources/Shaders/Fern.frag
Normal file
@@ -0,0 +1,42 @@
|
||||
#import "Common/ShaderLib/GLSLCompat.glsllib"
|
||||
|
||||
uniform vec4 m_Diffuse;
|
||||
uniform sampler2D m_DiffuseMap;
|
||||
uniform bool m_HasDiffuseMap;
|
||||
uniform sampler2D m_NormalMap;
|
||||
uniform bool m_HasNormalMap;
|
||||
|
||||
in vec2 texCoord;
|
||||
in vec3 vNormal;
|
||||
in vec3 vTangent;
|
||||
in float vHandedness;
|
||||
|
||||
void main() {
|
||||
vec3 baseColor;
|
||||
if (m_HasDiffuseMap) {
|
||||
vec4 tex = texture2D(m_DiffuseMap, texCoord);
|
||||
if (tex.a < 0.5) discard;
|
||||
baseColor = tex.rgb * m_Diffuse.rgb;
|
||||
} else {
|
||||
vec2 uv = texCoord * 2.0 - 1.0;
|
||||
if (dot(uv, uv) > 0.95) discard;
|
||||
baseColor = m_Diffuse.rgb;
|
||||
}
|
||||
|
||||
vec3 N = normalize(vNormal);
|
||||
if (m_HasNormalMap) {
|
||||
vec3 T = normalize(vTangent);
|
||||
vec3 B = normalize(cross(N, T) * vHandedness);
|
||||
mat3 TBN = mat3(T, B, N);
|
||||
vec3 nm = texture2D(m_NormalMap, texCoord).rgb * 2.0 - 1.0;
|
||||
N = normalize(TBN * nm);
|
||||
}
|
||||
|
||||
vec3 sun = normalize(vec3(0.4, 1.0, 0.3));
|
||||
float diff = max(0.0, dot(N, sun));
|
||||
// two-sided: underside receives half brightness
|
||||
diff = max(diff, max(0.0, dot(-N, sun)) * 0.5);
|
||||
float lit = 0.45 + diff * 0.55;
|
||||
|
||||
gl_FragColor = vec4(baseColor * lit, 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user