diff options
Diffstat (limited to 'cwd/assets/altcraft/shaders/vert')
-rw-r--r-- | cwd/assets/altcraft/shaders/vert/face.vs | 48 |
1 files changed, 14 insertions, 34 deletions
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs index 30ae0d7..469ea94 100644 --- a/cwd/assets/altcraft/shaders/vert/face.vs +++ b/cwd/assets/altcraft/shaders/vert/face.vs @@ -1,47 +1,27 @@ #version 330 core -layout (location = 0) in vec3 position; -layout (location = 2) in vec2 UvCoordinates; -layout (location = 7) in vec4 Texture; -layout (location = 8) in mat4 model; -layout (location = 12) in vec3 color; -layout (location = 13) in vec2 light; -layout (location = 14) in float TextureLayer; -layout (location = 15) in float TextureFrames; +layout (location = 0) in vec3 position[4]; +layout (location = 4) in vec2 uv[4]; +layout (location = 8) in float uvLayer; +layout (location = 9) in float animation; +layout (location = 10) in vec3 color; +layout (location = 11) in vec2 light; out VS_OUT { - vec2 UvPosition; vec3 Texture; vec3 Color; - vec2 Light; } vs_out; uniform float GlobalTime; uniform mat4 projView; +uniform float DayTime; +uniform float MinLightLevel; -vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) { - float x = TextureAtlasCoords.x; - float y = TextureAtlasCoords.y; -// float w = TextureAtlasCoords.z; - float h = TextureAtlasCoords.w; - vec2 transformed = vec2(x, 1 - y - h) + UvCoords * TextureAtlasCoords.zw; - return vec3(transformed.x, transformed.y, Layer); -} - -void main() -{ - vec4 sourcePosition = vec4(position,1.0f); - gl_Position = projView * model * sourcePosition; - - vec4 texturePos = Texture; - float frameHeight = texturePos.w / TextureFrames; - float currentFrame = mod(GlobalTime * 4.0f, TextureFrames); - currentFrame = trunc(currentFrame); - texturePos.w = frameHeight; - texturePos.y = texturePos.y + currentFrame * frameHeight; +void main() { + gl_Position = projView * vec4(position[gl_VertexID], 1.0f); + vs_out.Texture = vec3(uv[gl_VertexID], uvLayer); + vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation)); - vs_out.UvPosition = UvCoordinates; - vs_out.Texture = TransformTextureCoord(texturePos,UvCoordinates,TextureLayer); - vs_out.Color = color; - vs_out.Light = light; + float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0); + vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, (color == vec3(0,0,0))); } |