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
This commit is contained in:
lookibed 2026-10-02 06:33:01 +03:00
parent f90750c066
commit 81489a13cf
33 changed files with 761 additions and 53 deletions

View file

@ -8,4 +8,13 @@ vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
return modelPos;
}
// chunk vertex flags (normal.w): bit 7 - emission flag, bits 0-6 - material
float unpack_emission(float w) {
return float(int(w * 255.0 + 0.5) >> 7);
}
int unpack_material(float w) {
return int(w * 255.0 + 0.5) & 127;
}
#endif // COMMONS_GLSL_

View file

@ -11,6 +11,7 @@ in vec3 a_realnormal;
in vec3 a_skyLight;
in vec4 a_modelpos;
in float a_emission;
flat in int a_material;
#include <world_uniforms>

View file

@ -11,6 +11,7 @@ out vec3 a_realnormal;
out vec3 a_skyLight;
out vec4 a_modelpos;
out float a_emission;
flat out int a_material;
#include <world_uniforms>