aboutsummaryrefslogtreecommitdiff
path: root/src/main/resources/shaders
diff options
context:
space:
mode:
authormakamys <makamys@outlook.com>2022-06-10 17:33:13 +0200
committermakamys <makamys@outlook.com>2022-06-10 19:21:01 +0200
commite1097c3f69077be93089d1ef91aa8cdebd00d43c (patch)
tree6611a505eb69a1904315b8c5c58ea811f849f5c9 /src/main/resources/shaders
parentb152483006b8a61e02510de50eba4dc9dc85ab81 (diff)
downloadNeodymium-e1097c3f69077be93089d1ef91aa8cdebd00d43c.tar.gz
Neodymium-e1097c3f69077be93089d1ef91aa8cdebd00d43c.tar.bz2
Neodymium-e1097c3f69077be93089d1ef91aa8cdebd00d43c.zip
uuh...
Diffstat (limited to 'src/main/resources/shaders')
-rw-r--r--src/main/resources/shaders/chunk.frag42
-rw-r--r--src/main/resources/shaders/chunk.vert6
2 files changed, 44 insertions, 4 deletions
diff --git a/src/main/resources/shaders/chunk.frag b/src/main/resources/shaders/chunk.frag
index 1113a2f..e779d7c 100644
--- a/src/main/resources/shaders/chunk.frag
+++ b/src/main/resources/shaders/chunk.frag
@@ -4,22 +4,56 @@ out vec4 FragColor;
in vec2 TexCoord;
in vec2 BTexCoord;
in vec4 Color;
+in vec4 SPos;
in vec4 Viewport;
in mat4 ProjInv;
in vec4 FogColor;
in vec2 FogStartEnd;
+flat in vec2 ProvokingTexCoord;
uniform sampler2D atlas;
uniform sampler2D lightTex;
void main()
-{
- vec4 texColor = texture(atlas, TexCoord);
- vec4 colorMult = Color/256.0;
+{
+ float relU = SPos.x;
+ float relV = SPos.y;
+
+ //if(true||relU > 1 || relV > 1){
+ if(true){
+ //FragColor = vec4(1, 1, 1, 1);
+ //FragColor = vec4((SPos.x), (SPos.y), 0, 1);
+ FragColor = vec4(SPos.x>0.5?1:0,0, 0, 1);
+ //FragColor = vec4(abs(TexCoord.x - ProvokingTexCoord.x) * 100.0, abs(TexCoord.y - ProvokingTexCoord.y) * 100.0, 0, 1);
+ //FragColor = vec4((TexCoord.xy - ProvokingTexCoord.xy) * 100.0, 0, 1);
+ } else {
+
+ //float goodTexCoordU = ProvokingTexCoord.x + (TexCoord.x - ProvokingTexCoord.x) * relU;
+ //float goodTexCoordV = ProvokingTexCoord.y + (TexCoord.y - ProvokingTexCoord.y) * relV;
+
+ float goodTexCoordU = ProvokingTexCoord.x + (((TexCoord.x - ProvokingTexCoord.x) / SPos.z) * relU);
+ float goodTexCoordV = ProvokingTexCoord.y + (((TexCoord.y - ProvokingTexCoord.y) / SPos.w) * relV);
+
+ //vec2 goodTexCoord = vec2(goodTexCoordU, goodTexCoordV);
+
+ vec2 goodTexCoord = ProvokingTexCoord + vec2(SPos.x / 3.0, SPos.y) * (1.0/16.0);
+
+ vec4 texColor = texture(atlas, goodTexCoord);
+ //vec4 texColor = texture(atlas, TexCoord);
+ /*vec4 colorMult = Color/256.0;
vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0);
vec4 rasterColor = ((texColor * colorMult) * lightyColor);
- FragColor = rasterColor;
+ FragColor = rasterColor;*/
+
+ //FragColor = vec4(SPos.z, 1, 1, 1);
+
+ FragColor = texColor;
+ //FragColor = vec4(relU, relV, 0, 1);
+
+ }
+
+ //FragColor = vec4(1, 1, 1, 1);
}
diff --git a/src/main/resources/shaders/chunk.vert b/src/main/resources/shaders/chunk.vert
index 75ee0ab..573acdd 100644
--- a/src/main/resources/shaders/chunk.vert
+++ b/src/main/resources/shaders/chunk.vert
@@ -3,6 +3,7 @@ layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec2 aBTexCoord;
layout (location = 3) in vec4 aColor;
+layout (location = 4) in vec4 aSPos;
uniform mat4 modelView;
uniform mat4 proj;
@@ -16,11 +17,13 @@ uniform vec3 playerPos;
out vec2 TexCoord;
out vec2 BTexCoord;
out vec4 Color;
+out vec4 SPos;
out vec4 Viewport;
out mat4 ProjInv;
out vec4 FogColor;
out vec2 FogStartEnd;
out float FogFactor;
+flat out vec2 ProvokingTexCoord;
void main()
{
@@ -28,6 +31,7 @@ void main()
TexCoord = aTexCoord;
BTexCoord = aBTexCoord;
Color = aColor;
+ SPos = aSPos;
Viewport = viewport;
ProjInv = projInv;
FogColor = fogColor;
@@ -41,4 +45,6 @@ void main()
FogFactor = fogFactor;
FogStartEnd = fogStartEnd;
+
+ ProvokingTexCoord = aTexCoord;
} \ No newline at end of file