stk-code_catmod/data/shaders/sp_grass.frag

73 lines
1.6 KiB
GLSL
Raw Normal View History

#ifdef Use_Bindless_Texture
flat in sampler2D tex_layer_0;
flat in sampler2D tex_layer_2;
#else
// spm layer 1 texture
uniform sampler2D tex_layer_0;
// gloss map
uniform sampler2D tex_layer_2;
#endif
#ifdef Use_Array_Texture
uniform sampler2DArray tex_array;
flat in float array_0;
flat in float array_2;
#endif
flat in float hue_change;
in vec3 normal;
in vec2 uv;
layout(location = 0) out vec4 o_diffuse_color;
layout(location = 1) out vec3 o_normal_depth;
layout(location = 2) out vec2 o_gloss_map;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/rgb_conversion.frag"
void main(void)
{
#ifdef Use_Array_Texture
vec4 col = texture(tex_array, vec3(uv, array_0));
#else
vec4 col = texture(tex_layer_0, uv);
#endif
if (col.a < 0.5)
{
discard;
}
if (hue_change > 0.0)
{
vec3 old_hsv = rgbToHsv(col.rgb);
vec2 new_xy = vec2(hue_change, old_hsv.y);
vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
col = vec4(new_color.r, new_color.g, new_color.b, col.a);
}
vec3 final_color = col.xyz;
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)
#ifdef Use_Array_Texture
vec4 layer_2 = texture(tex_array, vec3(uv, array_2));
#else
vec4 layer_2 = texture(tex_layer_2, uv);
#endif
o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_depth.z = layer_2.x;
o_gloss_map = 0.1 * layer_2.yz;
#endif
}