openblocks/assets/shaders/phong.vs
2024-11-19 12:46:43 +01:00

63 lines
1.7 KiB
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
const int FaceRight = 0;
const int FaceTop = 1;
const int FaceBack = 2;
const int FaceLeft = 3;
const int FaceBottom = 4;
const int FaceFront = 5;
const int SurfaceSmooth = 0;
const int SurfaceGlue = 1;
const int SurfaceWeld = 2;
const int SurfaceStuds = 3;
const int SurfaceInlets = 4;
const int SurfaceUniversal = 5;
out vec3 vPos;
out vec3 vNormal;
out vec2 vTexCoords;
flat out int vSurfaceZ;
uniform mat4 model;
uniform mat3 normalMatrix;
uniform mat4 view;
uniform mat4 projection;
uniform int surfaces[6];
uniform vec3 texScale;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
vPos = vec3(model * vec4(aPos, 1.0));
vNormal = normalMatrix * aNormal;
int vFace = aNormal == vec3(0,1,0) ? FaceTop :
aNormal == vec3(0, -1, 0) ? FaceBottom :
aNormal == vec3(1, 0, 0) ? FaceRight :
aNormal == vec3(-1, 0, 0) ? FaceLeft :
aNormal == vec3(0, 0, 1) ? FaceFront :
aNormal == vec3(0, 0, -1) ? FaceBack : -1;
vSurfaceZ = surfaces[vFace];
// if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
switch (vFace) {
case FaceTop:
case FaceBottom:
// vTexCoords = aTexCoords * vec2(texScale.x / 2, fract(surfaceOffset + texScale.z / 12));
vTexCoords = aTexCoords * vec2(texScale.x, texScale.z) / 2;
break;
case FaceLeft:
case FaceRight:
vTexCoords = aTexCoords * vec2(texScale.y, texScale.z) / 2;
break;
case FaceFront:
case FaceBack:
vTexCoords = aTexCoords * vec2(texScale.x, texScale.y) / 2;
break;
};
}