fix entities shading

This commit is contained in:
MihailRis
2025-07-07 19:43:18 +03:00
parent 07d39d2742
commit 7a98f0c411
7 changed files with 58 additions and 41 deletions
+11 -14
View File
@@ -1,17 +1,17 @@
in float a_distance;
in vec4 a_color;
in vec2 a_texCoord;
in vec3 a_position;
in vec3 a_dir;
in vec3 a_normal;
in vec3 a_realnormal;
in vec4 a_modelpos;
in float a_fog;
layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
in float a_distance;
in float a_fog;
in vec2 a_texCoord;
in vec3 a_dir;
in vec3 a_normal;
in vec3 a_position;
in vec3 a_realnormal;
in vec4 a_color;
in vec4 a_modelpos;
uniform sampler2D u_texture0;
uniform samplerCube u_skybox;
uniform vec3 u_fogColor;
@@ -20,8 +20,6 @@ uniform float u_fogCurve;
uniform bool u_alphaClip;
uniform vec3 u_sunDir;
uniform bool u_enableShadows;
#include <shadows>
void main() {
@@ -33,8 +31,7 @@ void main() {
if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
discard;
}
f_color = a_color * tex_color;
f_color.rgb *= shadow;
f_color = a_color * tex_color * shadow;
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
f_color.a = alpha;
f_position = vec4(a_position, 1.0);
+3 -2
View File
@@ -4,6 +4,7 @@ layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec3 v_color;
layout (location = 3) in vec4 v_light;
layout (location = 4) in vec4 v_normal;
out float a_distance;
out float a_fog;
@@ -34,8 +35,8 @@ void main() {
vec3 pos3d = a_modelpos.xyz - u_cameraPos;
a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
a_normal = vec3(0.0, 1.0, 0.0);//v_normal.xyz * 2.0 - 1.0;
a_realnormal = a_normal;
a_realnormal = v_normal.xyz * 2.0 - 1.0;
a_normal = calc_screen_normal(a_realnormal);
vec3 light = v_light.rgb;
float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz);
+2 -1
View File
@@ -8,7 +8,8 @@ uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
float calc_torch_light(vec3 normal, vec3 modelpos) {
return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance) * max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance)
* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
}
vec3 calc_screen_normal(vec3 normal) {
+4 -5
View File
@@ -3,15 +3,15 @@ layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
in float a_distance;
in vec4 a_torchLight;
in vec3 a_skyLight;
in vec2 a_texCoord;
in float a_fog;
in vec3 a_position;
in vec2 a_texCoord;
in vec3 a_dir;
in vec3 a_normal;
in vec3 a_position;
in vec3 a_realnormal;
in vec3 a_skyLight;
in vec4 a_modelpos;
in vec4 a_torchLight;
uniform sampler2D u_texture0;
uniform samplerCube u_skybox;
@@ -21,7 +21,6 @@ uniform vec3 u_sunDir;
uniform bool u_alphaClip;
uniform bool u_debugLights;
uniform bool u_debugNormals;
uniform bool u_enableShadows;
#include <shadows>