openspades/Resources/Shaders/OptimizedVoxelModel.fs
2014-04-08 03:36:07 +09:00

77 lines
1.9 KiB
GLSL

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
varying vec4 textureCoord;
//varying vec2 detailCoord;
varying vec3 fogDensity;
varying float flatShading;
uniform sampler2D ambientOcclusionTexture;
uniform sampler2D modelTexture;
uniform vec3 fogColor;
uniform vec3 customColor;
vec3 EvaluateSunLight();
vec3 EvaluateAmbientLight(float detailAmbientOcclusion);
void main() {
vec4 texData = texture2D(modelTexture, textureCoord.xy);
// model color
gl_FragColor = vec4(texData.xyz, 1.);
if(dot(gl_FragColor.xyz, vec3(1.)) < 0.0001){
gl_FragColor.xyz = customColor;
}
// ambient occlusion
float aoID = texData.w * (255. / 256.);
float aoY = aoID * 16.;
float aoX = fract(aoY);
aoY = floor(aoY) / 16.;
vec2 ambientOcclusionCoord = vec2(aoX, aoY);
ambientOcclusionCoord += fract(textureCoord.zw) *
(15. / 256.);
ambientOcclusionCoord += .5 / 256.;
// linearize
gl_FragColor.xyz *= gl_FragColor.xyz;
// shading
vec3 shading = vec3(flatShading);
shading *= EvaluateSunLight();
vec3 ao = texture2D(ambientOcclusionTexture, ambientOcclusionCoord).xyz;
shading += EvaluateAmbientLight(ao.x);
gl_FragColor.xyz *= shading;
gl_FragColor.xyz = mix(gl_FragColor.xyz, fogColor, fogDensity);
#if !LINEAR_FRAMEBUFFER
gl_FragColor.xyz = sqrt(gl_FragColor.xyz);
#endif
}