Cubyz/assets/cubyz/shaders/entity_fragment.fs
2025-05-02 15:49:01 +02:00

45 lines
1.2 KiB
GLSL

#version 460
layout(location = 0) in vec2 outTexCoord;
layout(location = 1) in vec3 mvVertexPos;
layout(location = 2) in vec3 outLight;
layout(location = 3) flat in vec3 normal;
layout(location = 0) out vec4 fragColor;
layout(binding = 0) uniform sampler2D textureSampler;
uniform float contrast;
float lightVariation(vec3 normal) {
const vec3 directionalPart = vec3(0, contrast/2, contrast);
const float baseLighting = 1 - contrast;
return baseLighting + dot(normal, directionalPart);
}
float ditherThresholds[16] = float[16] (
1/17.0, 9/17.0, 3/17.0, 11/17.0,
13/17.0, 5/17.0, 15/17.0, 7/17.0,
4/17.0, 12/17.0, 2/17.0, 10/17.0,
16/17.0, 8/17.0, 14/17.0, 6/17.0
);
ivec2 random1to2(int v) {
ivec4 fac = ivec4(11248723, 105436839, 45399083, 5412951);
int seed = v.x*fac.x ^ fac.y;
return seed*fac.zw;
}
bool passDitherTest(float alpha) {
ivec2 screenPos = ivec2(gl_FragCoord.xy);
screenPos += random1to2(0);
screenPos &= 3;
return alpha > ditherThresholds[screenPos.x*4 + screenPos.y];
}
void main() {
fragColor = texture(textureSampler, outTexCoord)*vec4(outLight*lightVariation(normal), 1);
if(!passDitherTest(fragColor.a)) discard;
fragColor.a = 1;
}