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author | Linnea Gräf <nea@nea.moe> | 2024-09-07 14:44:43 +0200 |
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committer | Linnea Gräf <nea@nea.moe> | 2024-09-07 14:44:43 +0200 |
commit | 26461deda4dc8695dacedefe50d976eb5e3d7714 (patch) | |
tree | c079a8c2330df05037f944d6d7068b9ea39ebc24 /src/main/resources | |
parent | 9cdc30e024fac9fe04eeeccb15dfd46f4aa648cb (diff) | |
download | Firmament-26461deda4dc8695dacedefe50d976eb5e3d7714.tar.gz Firmament-26461deda4dc8695dacedefe50d976eb5e3d7714.tar.bz2 Firmament-26461deda4dc8695dacedefe50d976eb5e3d7714.zip |
Add shader loading functionality
[no changelog]
Diffstat (limited to 'src/main/resources')
3 files changed, 97 insertions, 0 deletions
diff --git a/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.fsh b/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.fsh new file mode 100644 index 0000000..057f31f --- /dev/null +++ b/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.fsh @@ -0,0 +1,18 @@ +#version 150 + +#moj_import <fog.glsl> + +uniform vec4 ColorModulator; +uniform float FogStart; +uniform float FogEnd; +uniform vec4 FogColor; + +in float vertexDistance; +in vec4 vertexColor; + +out vec4 fragColor; + +void main() { + vec4 color = vertexColor * ColorModulator; + fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); +} diff --git a/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.json b/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.json new file mode 100644 index 0000000..0828480 --- /dev/null +++ b/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.json @@ -0,0 +1,17 @@ +{ + "vertex": "firmament_rendertype_lines", + "fragment": "firmament_rendertype_lines", + "samplers": [ + ], + "uniforms": [ + { "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, + { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, + { "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, + { "name": "LineWidth", "type": "float", "count": 1, "values": [ 1.0 ] }, + { "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, + { "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] }, + { "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] }, + { "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }, + { "name": "FogShape", "type": "int", "count": 1, "values": [ 0 ] } + ] +} diff --git a/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.vsh b/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.vsh new file mode 100644 index 0000000..35892be --- /dev/null +++ b/src/main/resources/assets/minecraft/shaders/core/firmament_rendertype_lines.vsh @@ -0,0 +1,62 @@ +#version 150 + +#moj_import <fog.glsl> + +in vec3 Position; +in vec4 Color; +in vec3 Normal; + +uniform mat4 ModelViewMat; +uniform mat4 ProjMat; +uniform float LineWidth; +uniform vec2 ScreenSize; +uniform int FogShape; + +out float vertexDistance; +out vec4 vertexColor; + +const float VIEW_SHRINK = 1.0 - (1.0 / 256.0); +const mat4 VIEW_SCALE = mat4( + VIEW_SHRINK, 0.0, 0.0, 0.0, + 0.0, VIEW_SHRINK, 0.0, 0.0, + 0.0, 0.0, VIEW_SHRINK, 0.0, + 0.0, 0.0, 0.0, 1.0 +); + +void main() { + vec4 linePosStart = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position, 1.0); + vec4 linePosEnd = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position + Normal, 1.0); + + vec3 ndc1 = linePosStart.xyz / linePosStart.w; + vec3 ndc2 = linePosEnd.xyz / linePosEnd.w; + + bool linePosStartBehind = ndc1.z <= -1; + bool linePosEndBehind = ndc2.z <= -1; + + if ((linePosStartBehind && linePosEndBehind)) { + gl_Position = vec4(-2.0, -2.0, -2.0, 1.0); + return; // I don't care for these people + } + if (linePosStartBehind || linePosEndBehind) { + ndc1.z = 0.0; + ndc2.z = 0.0; + linePosStart.w = 1.0; + // TODO: use mx + b to find move the two coordinates around to extend lines + } + + vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * ScreenSize); + vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * LineWidth / ScreenSize; + + if (lineOffset.x < 0.0) { + lineOffset *= -1.0; + } + + if (gl_VertexID % 2 == 0) { + gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w); + } else { + gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w); + } + + vertexDistance = fog_distance(Position, FogShape); + vertexColor = Color; +} |