Add samuncle way to sample texture slot

This commit is contained in:
Benau 2017-12-29 15:39:22 +08:00
parent 4ad7934a85
commit 711fb8211a
4 changed files with 88 additions and 104 deletions

View File

@ -1,19 +1,3 @@
#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;
@ -25,15 +9,11 @@ layout(location = 2) out vec2 o_gloss_map;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/rgb_conversion.frag"
#stk_include "utils/sp_texture_sampling.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
vec4 col = sampleTextureSlot0(uv);
if (col.a < 0.5)
{
discard;
@ -57,16 +37,8 @@ void main(void)
#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
vec4 layer_2 = sampleTextureSlot2(uv);
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
}

View File

@ -1,24 +1,3 @@
#ifdef Use_Bindless_Texture
flat in sampler2D tex_layer_0;
flat in sampler2D tex_layer_2;
flat in sampler2D tex_layer_3;
#else
// spm layer 1 texture
uniform sampler2D tex_layer_0;
// gloss map
uniform sampler2D tex_layer_2;
// normal map
uniform sampler2D tex_layer_3;
#endif
#ifdef Use_Array_Texture
uniform sampler2DArray tex_array;
flat in float array_0;
flat in float array_2;
flat in float array_3;
#endif
flat in float hue_change;
in vec4 color;
@ -33,15 +12,11 @@ layout(location = 2) out vec2 o_gloss_map;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/rgb_conversion.frag"
#stk_include "utils/sp_texture_sampling.frag"
void main()
{
#ifdef Use_Array_Texture
vec4 col = texture(tex_array, vec3(uv, array_0));
#else
vec4 col = texture(tex_layer_0, uv);
#endif
vec4 col = sampleTextureSlot0(uv);
if (hue_change > 0.0)
{
float mask = col.a;
@ -68,13 +43,7 @@ void main()
#endif
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)
#ifdef Use_Array_Texture
vec4 layer_3 = texture(tex_array, vec3(uv, array_3));
#else
vec4 layer_3 = texture(tex_layer_3, uv);
#endif
vec4 layer_3 = sampleTextureSlot3(uv);
vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
vec3 frag_tangent = normalize(tangent);
vec3 frag_bitangent = normalize(bitangent);
@ -82,15 +51,8 @@ void main()
mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal);
vec3 world_normal = t_b_n * tangent_space_normal;
#ifdef Use_Array_Texture
vec4 layer_2 = texture(tex_array, vec3(uv, array_2));
#else
vec4 layer_2 = texture(tex_layer_2, uv);
#endif
vec4 layer_2 = sampleTextureSlot2(uv);
o_normal_depth.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
o_normal_depth.z = layer_2.x;
o_gloss_map = layer_2.yz;
#endif
}

View File

@ -1,19 +1,3 @@
#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 vec4 color;
@ -26,15 +10,11 @@ layout(location = 2) out vec2 o_gloss_map;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/rgb_conversion.frag"
#stk_include "utils/sp_texture_sampling.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
vec4 col = sampleTextureSlot0(uv);
if (hue_change > 0.0)
{
float mask = col.a;
@ -61,16 +41,8 @@ void main(void)
#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
vec4 layer_2 = sampleTextureSlot2(uv);
o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_depth.z = layer_2.x;
o_gloss_map = layer_2.yz;
#endif
}

View File

@ -0,0 +1,78 @@
// Wrapper to allow easy sampling for material texture slots
#if defined(Use_Array_Texture)
flat in float array_0;
flat in float array_1;
flat in float array_2;
flat in float array_3;
flat in float array_4;
flat in float array_5;
uniform sampler2DArray tex_array;
#elif defined(Use_Bindless_Texture)
flat in sampler2D tex_layer_0;
flat in sampler2D tex_layer_1;
flat in sampler2D tex_layer_2;
flat in sampler2D tex_layer_3;
flat in sampler2D tex_layer_4;
flat in sampler2D tex_layer_5;
#else
uniform sampler2D tex_layer_0;
uniform sampler2D tex_layer_1;
uniform sampler2D tex_layer_2;
uniform sampler2D tex_layer_3;
uniform sampler2D tex_layer_4;
uniform sampler2D tex_layer_5;
#endif
vec4 sampleTextureSlot0(vec2 uv)
{
#ifdef Use_Array_Texture
return texture(tex_array, vec3(uv, array_0));
#else
return texture(tex_layer_0, uv);
#endif
}
vec4 sampleTextureSlot1(vec2 uv)
{
#ifdef Use_Array_Texture
return texture(tex_array, vec3(uv, array_1));
#else
return texture(tex_layer_1, uv);
#endif
}
vec4 sampleTextureSlot2(vec2 uv)
{
#ifdef Use_Array_Texture
return texture(tex_array, vec3(uv, array_2));
#else
return texture(tex_layer_2, uv);
#endif
}
vec4 sampleTextureSlot3(vec2 uv)
{
#ifdef Use_Array_Texture
return texture(tex_array, vec3(uv, array_3));
#else
return texture(tex_layer_3, uv);
#endif
}
vec4 sampleTextureSlot4(vec2 uv)
{
#ifdef Use_Array_Texture
return texture(tex_array, vec3(uv, array_4));
#else
return texture(tex_layer_4, uv);
#endif
}
vec4 sampleTextureSlot5(vec2 uv)
{
#ifdef Use_Array_Texture
return texture(tex_array, vec3(uv, array_5));
#else
return texture(tex_layer_5, uv);
#endif
}