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-rw-r--r--cwd/shaders/block.fs95
-rw-r--r--cwd/shaders/block.vs8
2 files changed, 86 insertions, 17 deletions
diff --git a/cwd/shaders/block.fs b/cwd/shaders/block.fs
index 4df9b7b..dcc78cc 100644
--- a/cwd/shaders/block.fs
+++ b/cwd/shaders/block.fs
@@ -1,28 +1,95 @@
#version 330 core
-struct TextureCoordData {
- int blockId;
- int blockState;
- int blockSide;
- vec4 texture;
-};
-
in vec2 UvPosition;
-uniform sampler2D textureAtlas;
+uniform float time;
uniform int block;
+uniform sampler2D textureAtlas;
+
+// TextureIndex: [most significant bit]<-...<-side[3bit]<-id[13]<-state[4]
+layout(std140) uniform TextureIndexes { // binding point: 0
+ int totalTextures;
+ int indexes[2047];
+};
+// layout(std140) uniform TextureData { vec4 textureData[1024]; }; //binding point: 1
+// layout(std140) uniform TextureData2 { vec4 textureData2[1024]; }; //binddingpoint: 2
+vec4 GetTextureByBlockId(int BlockId);
+vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords);
+
+void main() {
+vec4 bad = vec4(1,0,0,1);
+ vec4 color = vec4(0,1,0,1);
+ if (totalTextures!=6)
+ color = bad;
+ if (indexes[0]!=393248)
+ color = bad;
+ for (int i=1;i<2047;i++)
+ if (indexes[i]!=0)
+ color=bad;
+ gl_FragColor = color;
+ /*vec4 BlockTextureCoords = GetTextureByBlockId(block);
+ vec2 AtlasCoords = TransformTextureCoord(BlockTextureCoords, UvPosition);
+ gl_FragColor = texture(textureAtlas, AtlasCoords);*/
+}
vec4 GetTextureByBlockId(int BlockId) {
- return vec4(0,0,0,0);
+ if (indexes[0] == 0)
+ return vec4(0.05, 0.004, 0.007, 0.004);
+
+ if (totalTextures == 0)
+ return vec4(0, 0, 0.1, 0.1);
+ for (int i = 0; i < totalTextures; i++) {
+ int index = indexes[i + 1];
+ int side = (index & 0xE0000) >> 16;
+ int id = (index & 0xFF0) >> 4;
+ int state = index & 0xF;
+ if (id == BlockId) {
+ return vec4(i, 0, 1, 1);
+ }
+ }
+ /*
+ TNT texture:
+ X 0.0546875
+ Y ~0.00442477876106194690
+ W 0.0078125
+ H ~0.00442477876106194690
+ */
+ return vec4(0.0546875, 0.00442477876106194690, 0.0078125,
+ 0.00442477876106194690);
}
-vec4 TransformTextureCoord(vec4 TextureAtlasCoords){
- return vec4(0,0,0,0);
+vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
+ float x = TextureAtlasCoords.x;
+ float y = TextureAtlasCoords.y;
+ float w = TextureAtlasCoords.z;
+ float h = TextureAtlasCoords.w;
+ vec2 A = vec2(x, y);
+ vec2 B = vec2(x + w, y + h);
+
+ const bool isTextureFlippedVertically = true;
+ if (isTextureFlippedVertically) {
+ y = 1 - y;
+ A = vec2(x, y - h);
+ B = vec2(x + w, y);
+ }
+ return A + UvCoords * (B - A);
}
-void main()
+/*
+
+float near = 1.0;
+float far = 100.0;
+
+float LinearizeDepth(float depth)
{
- vec4 TextureCoords = GetTextureByBlockId(block);
- gl_FragColor = texture(textureAtlas,UvPosition);
+ float z = depth * 2.0 - 1.0; // Back to NDC
+ return (2.0 * near * far) / (far + near - z * (far - near));
}
+void main()
+{
+ float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
+ gl_FragColor = vec4(vec3(depth), 1.0f);
+}*/
+
+
diff --git a/cwd/shaders/block.vs b/cwd/shaders/block.vs
index 7a36a5d..09d5b3f 100644
--- a/cwd/shaders/block.vs
+++ b/cwd/shaders/block.vs
@@ -4,12 +4,14 @@ layout (location = 2) in vec2 UvCoordinates;
out vec2 UvPosition;
+
+uniform mat4 view;
+uniform mat4 projection;
+uniform float time;
uniform mat4 model;
-uniform mat4 view;
-uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
-} \ No newline at end of file
+}