Files
first-voxels/src/shaders/shader.frag
T
2021-04-24 21:34:47 +02:00

60 lines
1.4 KiB
GLSL

// shader.frag
#version 450
struct Material {
vec4 albedo;
};
// Variables
layout(location=0) in vec2 vert_uv;
layout(location=0) out vec4 out_color;
layout(set=0,binding=0) uniform Uniforms {
mat4 _ViewMatrix;
mat4 _ProjMatrixInv;
vec3 _CamPos;
vec3 _SunDir;
float _Time;
};
layout(set=1,binding=0) uniform usampler3D _NodesTexture;
layout(set=2,binding=0) uniform usampler3D _BricksTexture;
layout(set=3, binding=0) uniform Materials {
Material _Materials[256];
};
// Defines
// #define PI 3.141592
// #define EPSILON 0.01
// #define NEAR 0.01
// Include
#include "structs.cginc"
#include "shading.cginc"
#include "raycasting.cginc"
void main()
{
// Black by default
out_color = vec4(0,0,0,1);
// Calculate ray direction
vec3 view_dir = (_ProjMatrixInv * vec4(vert_uv, 0, 1)).xyz;
vec3 ray_dir = normalize(_ViewMatrix * vec4(view_dir,0)).xyz;
// Raycast
HitResult primary = castNodes(_CamPos, ray_dir);
if(primary.data > 0)
{
out_color = vec4(applyLighting(primary.pos, ray_dir, primary.normal, primary.data), 1.0);
HitResult shadow = castNodes(primary.pos-ray_dir*0.000001, _SunDir);
if(shadow.data > 0) out_color *= 0.1;
}
else
{
float up = clamp(dot(ray_dir, vec3(0, 1, 0)) + 0.1, 0, 1);
vec3 sky = vec3(0.176, 0.592, 0.901) * up;
out_color = vec4(sky, 1.0);
}
}