Cubyz/assets/cubyz/shaders/chunks/chunk_fragment.frag
IntegratedQuantum 24a1fcdc69
Use world-space dithering as well as a better dither matrix to handle transparency in mipmapping/anisotropic filtering (#1641)
- [x] Prototype
- [x] Remove old code
- [x] ~~Apply this form of dithering to other shaders as well (item
drop)~~ → old dither looks better for items and display model
- [x] Can we finally remove the dither seed?
- [x] Check performance impact → it's slightly (insignificantly) faster
even
2025-06-26 20:14:54 +02:00

73 lines
2.7 KiB
GLSL

#version 460
layout(location = 0) in vec3 mvVertexPos;
layout(location = 1) in vec3 direction;
layout(location = 2) in vec3 light;
layout(location = 3) in vec2 uv;
layout(location = 4) flat in vec3 normal;
layout(location = 5) flat in int textureIndex;
layout(location = 6) flat in int isBackFace;
layout(location = 7) flat in float distanceForLodCheck;
layout(location = 8) flat in int opaqueInLod;
layout(location = 0) out vec4 fragColor;
layout(binding = 0) uniform sampler2DArray textureSampler;
layout(binding = 1) uniform sampler2DArray emissionSampler;
layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
layout(binding = 4) uniform samplerCube reflectionMap;
layout(binding = 5) uniform sampler2D ditherTexture;
layout(location = 5) uniform float reflectionMapSize;
layout(location = 6) uniform float contrast;
layout(location = 7) uniform float lodDistance;
layout(std430, binding = 1) buffer _animatedTexture
{
float animatedTexture[];
};
float lightVariation(vec3 normal) {
const vec3 directionalPart = vec3(0, contrast/2, contrast);
const float baseLighting = 1 - contrast;
return baseLighting + dot(normal, directionalPart);
}
bool passDitherTest(float alpha) {
if(opaqueInLod != 0) {
if(distanceForLodCheck > lodDistance) return true;
float factor = max(0, distanceForLodCheck - (lodDistance - 32.0))/32.0;
alpha = alpha*(1 - factor) + factor;
}
return alpha > texture(ditherTexture, uv).r*255.0/256.0 + 0.5/256.0;
}
vec4 fixedCubeMapLookup(vec3 v) { // Taken from http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
float M = max(max(abs(v.x), abs(v.y)), abs(v.z));
float scale = (reflectionMapSize - 1)/reflectionMapSize;
if (abs(v.x) != M) v.x *= scale;
if (abs(v.y) != M) v.y *= scale;
if (abs(v.z) != M) v.z *= scale;
return texture(reflectionMap, v);
}
void main() {
float animatedTextureIndex = animatedTexture[textureIndex];
float normalVariation = lightVariation(normal);
vec3 textureCoords = vec3(uv, animatedTextureIndex);
float reflectivity = texture(reflectivityAndAbsorptionSampler, textureCoords).a;
float fresnelReflection = (1 + dot(normalize(direction), normal));
fresnelReflection *= fresnelReflection;
fresnelReflection *= min(1, 2*reflectivity); // Limit it to 2*reflectivity to avoid making every block reflective.
reflectivity = reflectivity*fixedCubeMapLookup(reflect(direction, normal)).x;
reflectivity = reflectivity*(1 - fresnelReflection) + fresnelReflection;
vec3 pixelLight = max(light*normalVariation, texture(emissionSampler, textureCoords).r*4);
fragColor = texture(textureSampler, textureCoords)*vec4(pixelLight, 1);
fragColor.rgb += reflectivity*pixelLight;
if(!passDitherTest(fragColor.a)) discard;
fragColor.a = 1;
}