voxelcore/res/shaders/entity.glslf
2026-09-06 19:36:35 +03:00

63 lines
1.8 KiB
GLSL

layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
layout (location = 3) out vec4 f_emission;
#include <world_fragment_header>
in vec4 a_color;
uniform sampler2D u_texture0;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform bool u_alphaClip;
uniform bool u_dithering;
uniform vec3 u_sunDir;
const float BAYER_MATRIX[64] = float[](
0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0,
48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0,
12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0,
60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0,
3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0,
51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0,
15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0,
63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0
);
float calc_bayer(vec2 pos){
ivec2 p = ivec2(mod(pos, 8.0));
return BAYER_MATRIX[p.y * 8 + p.x] / 64.0;
}
void main() {
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a;
// anyway it's any alpha-test alternative required
if (u_dithering) {
if (u_alphaClip) {
float bayer = calc_bayer(gl_FragCoord.xy);
if (alpha - bayer < 0.01f) {
discard;
}
alpha = 1.0;
} else if (alpha < 0.05f) {
discard;
}
} else if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
discard;
}
f_color = a_color * texColor;
#ifndef ADVANCED_RENDER
vec3 fogColor = texture(u_skybox, a_dir).rgb;
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
#endif
f_color.a = alpha;
f_position = vec4(a_position, 1.0);
f_normal = vec4(a_normal, 1.0);
f_emission = vec4(vec3(a_emission), 1.0);
}