BlocksRenderer light conpressing & fix
This commit is contained in:
+14
-5
@@ -2,7 +2,7 @@
|
||||
|
||||
layout (location = 0) in vec3 v_position;
|
||||
layout (location = 1) in vec2 v_texCoord;
|
||||
layout (location = 2) in vec4 v_light;
|
||||
layout (location = 2) in float v_light;
|
||||
|
||||
out vec4 a_color;
|
||||
out vec2 a_texCoord;
|
||||
@@ -18,18 +18,27 @@ uniform float u_gamma;
|
||||
uniform vec3 u_torchlightColor;
|
||||
uniform float u_torchlightDistance;
|
||||
|
||||
vec4 decompress_light(float compressed_light) {
|
||||
vec4 result;
|
||||
int compressed = floatBitsToInt(compressed_light);
|
||||
result.r = ((compressed >> 24) & 0xFF) / 255.f;
|
||||
result.g = ((compressed >> 16) & 0xFF) / 255.f;
|
||||
result.b = ((compressed >> 8) & 0xFF) / 255.f;
|
||||
result.a = (compressed & 0xFF) / 255.f;
|
||||
return result;
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
|
||||
vec4 modelpos = u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
|
||||
vec4 viewmodelpos = u_view * modelpos;
|
||||
vec3 light = v_light.rgb * 1.6;
|
||||
vec4 decomp_light = decompress_light(v_light);
|
||||
vec3 light = decomp_light.rgb * 1.6;
|
||||
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
|
||||
light += torchlight * u_torchlightColor;
|
||||
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
|
||||
a_texCoord = v_texCoord;
|
||||
a_color.r = max(a_color.r, u_skyLightColor.r*v_light.a);
|
||||
a_color.g = max(a_color.g, u_skyLightColor.g*v_light.a);
|
||||
a_color.b = max(a_color.b, u_skyLightColor.b*v_light.a);
|
||||
a_color.rgb = max(a_color.rgb, u_skyLightColor.rgb*decomp_light.a);
|
||||
a_distance = length(viewmodelpos);
|
||||
gl_Position = u_proj * viewmodelpos;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user