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add block material shaders
- 'shader' property of block materials: shaders/materials/<name>.glslv, .glslf with material_vertex / material_fragment hooks and #param uniforms - material shaders code is included into main, translucent and shadows programs through generated headers, no extra draw calls - chunk vertex normal.w byte replaced with 'flags': bit 7 - emission flag, bits 0-6 - material shader index (vertex format size is not changed) - doc/*/block-materials.md
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33 changed files with 761 additions and 53 deletions
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@ -41,7 +41,7 @@ void main() {
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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#endif
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a_emission = v_normal.w;
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a_emission = unpack_emission(v_normal.w);
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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@ -8,4 +8,13 @@ vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
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return modelPos;
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}
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// chunk vertex flags (normal.w): bit 7 - emission flag, bits 0-6 - material
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float unpack_emission(float w) {
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return float(int(w * 255.0 + 0.5) >> 7);
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}
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int unpack_material(float w) {
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return int(w * 255.0 + 0.5) & 127;
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}
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#endif // COMMONS_GLSL_
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@ -11,6 +11,7 @@ in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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in float a_emission;
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flat in int a_material;
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#include <world_uniforms>
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@ -11,6 +11,7 @@ out vec3 a_realnormal;
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out vec3 a_skyLight;
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out vec4 a_modelpos;
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out float a_emission;
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flat out int a_material;
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#include <world_uniforms>
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@ -15,8 +15,12 @@ uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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#include <__materials_fragment__>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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vec4 texColor = apply_material_fragment(
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a_material, texture(u_texture0, a_texCoord)
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);
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float alpha = texColor.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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@ -14,11 +14,16 @@ uniform float u_dayTime;
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out vec4 a_torchLight;
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#include <__materials_vertex__>
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void main() {
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a_material = unpack_material(v_normal.w);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_modelpos = u_model * vec4(v_position, 1.0f);
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// material shader may also modify a_realnormal
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a_modelpos.xyz = apply_material_vertex(a_material, a_modelpos.xyz);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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a_torchLight = vec4(calc_torch_light(
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@ -37,7 +42,7 @@ void main() {
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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#endif
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a_emission = v_normal.w;
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a_emission = unpack_emission(v_normal.w);
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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@ -1,9 +1,13 @@
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in vec2 a_texCoord;
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#include <world_fragment_header>
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uniform sampler2D u_texture0;
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#include <__materials_fragment__>
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void main() {
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vec4 tex_color = texture(u_texture0, a_texCoord);
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vec4 tex_color = apply_material_fragment(
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a_material, texture(u_texture0, a_texCoord)
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);
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if (tex_color.a < 0.5) {
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discard;
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}
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@ -5,13 +5,18 @@ layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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out vec2 a_texCoord;
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// same vertex stage interface as world shaders for material shaders
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#include <world_vertex_header>
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform float u_dayTime;
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#include <__materials_vertex__>
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void main() {
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a_texCoord = v_texCoord;
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gl_Position = u_proj * u_view * u_model * vec4(v_position, 1.0f);
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a_material = unpack_material(v_normal.w);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_modelpos = u_model * vec4(v_position, 1.0f);
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a_modelpos.xyz = apply_material_vertex(a_material, a_modelpos.xyz);
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gl_Position = u_proj * u_view * a_modelpos;
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}
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@ -14,8 +14,12 @@ uniform bool u_debugNormals;
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#include <shadows>
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#include <__materials_fragment__>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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vec4 texColor = apply_material_fragment(
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a_material, texture(u_texture0, a_texCoord)
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);
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float alpha = texColor.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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@ -14,11 +14,15 @@ out vec4 a_torchLight;
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uniform float u_dayTime;
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#include <__materials_vertex__>
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void main() {
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a_material = unpack_material(v_normal.w);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_modelpos = u_model * vec4(v_position, 1.0f);
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a_modelpos.xyz = apply_material_vertex(a_material, a_modelpos.xyz);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_normal = calc_screen_normal(a_realnormal);
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a_torchLight = vec4(calc_torch_light(
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@ -33,7 +37,7 @@ void main() {
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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a_emission = v_normal.w;
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a_emission = unpack_emission(v_normal.w);
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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