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254 lines (183 loc) · 6.09 KB
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Copy pathshaders.js
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254 lines (183 loc) · 6.09 KB
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'use strict';
var voxelVertexShaderSource =
`#version 300 es
precision mediump float;
uniform mat4 u_proj;
uniform vec3 u_centerPosition;
uniform float u_time;
uniform lowp usampler2D u_data;
uniform lowp usampler2D u_texpos;
out vec3 v_position;
out vec3 v_normal;
out vec2 uv;
ivec2 gettexel(uint index) {
uint texWidth = uint(textureSize(u_data, 0).x);
uint col = index % texWidth;
uint row = index / texWidth;
return ivec2(col,row);
}
uvec4 getdata1(ivec2 texel) {
return texelFetch(u_data, texel, 0);
}
uvec2 getdata2(ivec2 texel) {
return texelFetch(u_texpos, texel, 0).xy;
}
void main() {
vec3 wpos = vec3(0);
uint numquad = uint(gl_VertexID)/6u;
ivec2 texel = gettexel(numquad);
lowp uvec4 data = getdata1(texel);
lowp uvec2 texpos = getdata2(texel);
lowp uint quadid = uint(3-abs(gl_VertexID%6-3));
lowp uint nori = data.w%6u;
//float n = float(numquad*4u+quadid);
//wpos += sin(n*vec3(0.5,0.35,0.8)+u_time*vec3(2.0,5.4,0.3)*0.1);
if (nori == 6u) {
gl_Position = vec4(0,0,0,1);
return;
}
lowp uint diri = nori&1u;
lowp uint compi = nori/2u;
//quadid = quadid ^ diri;
lowp vec2 quad = vec2(quadid&1u,(quadid>>1u)&1u);
uv = (quad+vec2(texpos))*0.25;
if (diri == 0u) quad.xy = quad.yx;
lowp vec3 nor = vec3(0);
nor[compi] = float(diri)*2.0-1.0;
wpos[(compi+1u)%3u] += quad.x;
wpos[(compi+2u)%3u] += quad.y;
wpos[compi] += 1.0;
wpos += vec3(data.xyz);
//wpos += float(gl_VertexID/6);
wpos += u_centerPosition;
v_position = wpos;
v_normal = nor;
gl_Position = u_proj * vec4(wpos,1);
}
`;
var voxelFragmentShaderSource =
`#version 300 es
precision mediump float;
in vec3 v_position;
in vec3 v_normal;
in vec2 uv;
uniform lowp sampler2D u_grass;
uniform lowp float u_alpha;
uniform vec3 u_lightPosition;
uniform vec3 u_cameraPosition;
out vec4 outColor;
void main() {
vec3 color = texture(u_grass, clamp(uv,0.0,1.0)).xyz;
float fog = clamp((v_position.y+10.0)*0.05,0.2,1.0);
//color *= fog;
outColor = vec4(color*0.8,u_alpha);
}
`;
var characterVertexShaderSource =
`#version 300 es
precision mediump float;
in vec4 a_position;
in vec3 a_normal;
uniform mat4 u_proj;
uniform mat4 u_world;
out vec3 v_position;
out vec3 v_normal;
void main() {
vec3 wpos = vec3(u_world*a_position);
v_position = wpos;
v_normal = a_normal;
gl_Position = u_proj * vec4(wpos,1);
}
`;
var characterFragmentShaderSource =
`#version 300 es
precision mediump float;
in vec3 v_position;
in vec3 v_normal;
uniform vec3 u_lightPosition;
uniform vec3 u_cameraPosition;
out vec4 outColor;
void main() {
//vec3 color = v_normal*0.5+0.5;
vec3 color = v_normal*0.25+0.75;
outColor = vec4(color,1);
}
`;
var boxFrameVertexShaderSource =
`#version 300 es
precision mediump float;
uniform vec3 u_position;
uniform mat4 u_proj;
void main() {
uint id = uint(gl_VertexID);
vec3 position = vec3(id&1u,(id>>1u)&1u,(id>>2u)&1u);
if (id < 8u) {
position.xy = position.yx;
} else if (id < 16u) {
position.xz = position.zx;
}
float outline = 0.01;
position = position*(1.0+outline*2.0)-outline;
gl_Position = u_proj * vec4(position+u_position,1);
}
`;
var boxFrameFragmentShaderSource =
`#version 300 es
precision mediump float;
out vec4 outColor;
void main() {
vec3 color = vec3(0);
outColor = vec4(color,1);
}
`;
function createShader(gl, type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
function createProgram(gl, vertexShader, fragmentShader) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}
var shaders = {
vertexVoxel: createShader(gl, gl.VERTEX_SHADER, voxelVertexShaderSource),
fragmentVoxel: createShader(gl, gl.FRAGMENT_SHADER, voxelFragmentShaderSource),
vertexCharacter: createShader(gl, gl.VERTEX_SHADER, characterVertexShaderSource),
fragmentCharacter: createShader(gl, gl.FRAGMENT_SHADER, characterFragmentShaderSource),
vertexBoxFrame: createShader(gl, gl.VERTEX_SHADER, boxFrameVertexShaderSource),
fragmentBoxFrame: createShader(gl, gl.FRAGMENT_SHADER, boxFrameFragmentShaderSource)
}
function program(vertexShader, fragMentShader, uniforms) {
this.program = createProgram(gl, vertexShader, fragMentShader);
this.uniforms = {};
for (var i = 0; i < uniforms.length; i++) {
this.uniforms[uniforms[i]] = gl.getUniformLocation(this.program, uniforms[i]);
}
}
var programs = {
voxel: new program(shaders.vertexVoxel, shaders.fragmentVoxel, [
"u_lightPosition", "u_cameraPosition", "u_centerPosition",
"u_proj", "u_time", "u_data", "u_texpos", "u_grass", "u_alpha"
]),
character: new program(shaders.vertexCharacter,shaders.fragmentCharacter, [
"u_lightPosition", "u_cameraPosition", "u_centerPosition",
"u_proj", "u_world"
]),
boxFrame: new program(shaders.vertexBoxFrame,shaders.fragmentBoxFrame, [
"u_position", "u_proj"
])
}