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/* | |
* Copyright (c) 2023 lax1dude. All Rights Reserved. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | |
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | |
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | |
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
* | |
*/ | |
precision lowp int; | |
precision highp float; | |
precision highp sampler2D; | |
in vec2 v_position2f; | |
layout(location = 0) out vec4 output4f; | |
uniform sampler2D u_gbufferColorTexture; | |
uniform sampler2D u_gbufferNormalTexture; | |
uniform sampler2D u_gbufferMaterialTexture; | |
uniform sampler2D u_gbufferDepthTexture; | |
uniform sampler2D u_metalsLUT; | |
uniform mat4 u_inverseViewMatrix4f; | |
uniform mat4 u_inverseProjectionMatrix4f; | |
uniform sampler2D u_sunShadowTexture; | |
uniform sampler2D u_subsurfaceScatteringTexture; | |
uniform vec3 u_sunDirection3f; | |
uniform vec3 u_sunColor3f; | |
void main() { | |
vec3 diffuseColor3f; | |
vec3 normalVector3f; | |
vec2 lightmapCoords2f; | |
vec3 materialData3f; | |
vec4 sampleVar4f; | |
float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; | |
if(depth == 0.0) { | |
discard; | |
} | |
sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0); | |
diffuseColor3f.rgb = sampleVar4f.rgb; | |
diffuseColor3f *= diffuseColor3f; | |
lightmapCoords2f.x = sampleVar4f.a; | |
float subsurfValue = textureLod(u_subsurfaceScatteringTexture, v_position2f, 0.0).r; | |
subsurfValue *= subsurfValue; | |
output4f = vec4(subsurfValue * u_sunColor3f * diffuseColor3f * 0.125, 0.0); | |
vec4 shadow = textureLod(u_sunShadowTexture, v_position2f, 0.0); | |
if(shadow.a < 0.05) { | |
discard; | |
return; | |
} | |
vec3 shadow = vec3(textureLod(u_sunShadowTexture, v_position2f, 0.0).r); | |
if(shadow.r < 0.05) { | |
discard; | |
return; | |
} | |
float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; | |
if(depth == 0.0) { | |
discard; | |
return; | |
} | |
sampleVar4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0); | |
vec3 shadow = vec3(sampleVar4f.a, 0.0, 0.0); | |
if(shadow.r < 0.5) { | |
discard; | |
} | |
shadow = vec3(max(shadow.r * 2.0 - 1.0, 0.0)); | |
normalVector3f.xyz = sampleVar4f.rgb * 2.0 - 1.0; | |
lightmapCoords2f.y = sampleVar4f.a; | |
sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0); | |
diffuseColor3f.rgb = sampleVar4f.rgb; | |
diffuseColor3f *= diffuseColor3f; | |
lightmapCoords2f.x = sampleVar4f.a; | |
materialData3f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0).rgb; | |
vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector3f); | |
vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0); | |
worldSpacePosition.xyz *= 2.0; | |
worldSpacePosition.xyz -= 1.0; | |
worldSpacePosition = u_inverseProjectionMatrix4f * worldSpacePosition; | |
worldSpacePosition = u_inverseViewMatrix4f * vec4(worldSpacePosition.xyz / worldSpacePosition.w, 0.0); | |
output4f.rgb += | |
output4f = vec4( | |
eaglercraftLighting(diffuseColor3f, u_sunColor3f * shadow.rgb, normalize(-worldSpacePosition.xyz), u_sunDirection3f, worldSpaceNormal, materialData3f) | |
* (1.0 - subsurfValue * 0.0625); | |
, 0.0); | |
} |