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author | LaG1924 <lag1924@gmail.com> | 2021-12-18 06:59:06 +0100 |
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committer | LaG1924 <lag1924@gmail.com> | 2021-12-18 06:59:06 +0100 |
commit | 3dc7e8aba4a07cc3c0d897b82af5a5951bde9991 (patch) | |
tree | 7361aa7f00026b2cd6749e73bbe2bfc4b10ebd69 /cwd | |
parent | Fixed SSAO low occlusion factor (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/face.fs | 3 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/light.fs | 2 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/ssao.fs | 4 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/vert/face.vs | 3 |
4 files changed, 9 insertions, 3 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs index f8b795f..f9af02c 100644 --- a/cwd/assets/altcraft/shaders/frag/face.fs +++ b/cwd/assets/altcraft/shaders/frag/face.fs @@ -4,6 +4,7 @@ in vec3 faceTextureUv; in vec3 faceAddColor; in vec3 faceNormal; in vec2 faceLight; +in float faceAmbientOcclusion; layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; @@ -18,5 +19,5 @@ void main() { color = vec4(col.rgb * faceAddColor.rgb, 1.0f); normal = vec4(faceNormal, 1.0f); - light = vec4(faceLight / 15.0f, 0.0f, 1.0f); + light = vec4(faceLight / 15.0f, faceAmbientOcclusion, 1.0f); } diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs index aa9e04e..a0cda02 100644 --- a/cwd/assets/altcraft/shaders/frag/light.fs +++ b/cwd/assets/altcraft/shaders/frag/light.fs @@ -71,7 +71,7 @@ void main() { fragColor = vec4(0.5f); break; case 5: - fragColor = l; + fragColor = vec4(l.r, l.g, 1.0f - l.b, 1.0f); break; case 6: fragColor = vec4(vec3(d), 1.0f); diff --git a/cwd/assets/altcraft/shaders/frag/ssao.fs b/cwd/assets/altcraft/shaders/frag/ssao.fs index 0e49c0b..1c9db1f 100644 --- a/cwd/assets/altcraft/shaders/frag/ssao.fs +++ b/cwd/assets/altcraft/shaders/frag/ssao.fs @@ -5,6 +5,7 @@ out vec4 fragColor; in vec2 uv; uniform sampler2D normal; +uniform sampler2D light; uniform sampler2D depthStencil; uniform sampler2D ssaoNoise; @@ -57,7 +58,8 @@ void main() { float sampleDepth = RecoverViewWorldPos(offset.xy, texture(depthStencil, offset.xy).r).z; float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth)); - occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck; + float aoMask = texture(light, offset.xy).b; + occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck * aoMask; } occlusion = 1.0f - (occlusion / samples); diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs index 3e6adf7..d3caf32 100644 --- a/cwd/assets/altcraft/shaders/vert/face.vs +++ b/cwd/assets/altcraft/shaders/vert/face.vs @@ -7,11 +7,13 @@ in float uvLayer; in float animation; in vec3 color; in vec2 light; +in float ambientOcclusion; out vec3 faceTextureUv; out vec3 faceNormal; out vec3 faceAddColor; out vec2 faceLight; +out float faceAmbientOcclusion; layout (std140) uniform Globals { mat4 projView; @@ -34,4 +36,5 @@ void main() { faceNormal = (view * vec4(normal, 0.0f)).xyz; faceAddColor = color; faceLight = light; + faceAmbientOcclusion = ambientOcclusion; } |