Files

69 lines
2.1 KiB
GLSL
Executable File

in vec3 normal;
in vec2 uv;
in vec2 uv_two;
in vec4 world_position;
layout(location = 0) out vec4 o_diffuse_color;
layout(location = 1) out vec4 o_normal_depth;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/sp_texture_sampling.frag"
#define HIGH_RES_SAMPLER 1.0f
#define LOW_RES_SAMPLER 0.5f
float getMitigationFactor(void)
{
float cam_dist = length(u_view_matrix * world_position);
return clamp(pow(cam_dist * 0.01, 2.0) - 0., 0., 1.);
}
vec4 sampleMultiResTextureLayer2(float factor, vec2 uv)
{
return mix(sampleTextureLayer2(uv * HIGH_RES_SAMPLER), sampleTextureLayer2(uv * LOW_RES_SAMPLER), factor);
}
vec4 sampleMultiResTextureLayer3(float factor, vec2 uv)
{
return mix(sampleTextureLayer3(uv * HIGH_RES_SAMPLER), sampleTextureLayer3(uv * LOW_RES_SAMPLER), factor);
}
vec4 sampleMultiResTextureLayer4(float factor, vec2 uv)
{
return mix(sampleTextureLayer4(uv * HIGH_RES_SAMPLER), sampleTextureLayer4(uv * LOW_RES_SAMPLER), factor);
}
vec4 sampleMultiResTextureLayer5(float factor, vec2 uv)
{
return mix(sampleTextureLayer5(uv * HIGH_RES_SAMPLER), sampleTextureLayer5(uv * LOW_RES_SAMPLER), factor);
}
void main(void)
{
// mitigate repetitive patterns
float mitigation = getMitigationFactor();
// Splatting part
vec4 splatting = sampleTextureLayer1(uv_two);
vec4 detail0 = sampleMultiResTextureLayer2(mitigation, uv);
vec4 detail1 = sampleMultiResTextureLayer3(mitigation, uv);
vec4 detail2 = sampleMultiResTextureLayer4(mitigation, uv);
vec4 detail3 = sampleMultiResTextureLayer5(mitigation, uv);
vec4 splatted = splatting.r * detail0 +
splatting.g * detail1 +
splatting.b * detail2 +
max(0.0, (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
#if defined(Advanced_Lighting_Enabled)
o_diffuse_color = vec4(splatted.xyz, 0.0);
//o_diffuse_color = vec4(vec3(mitigation), 0.0);
o_normal_depth.xy = EncodeNormal(normalize(normal));
o_normal_depth.zw = vec2(0.0);
#else
o_diffuse_color = vec4(splatted.xyz, 1.0);
//o_diffuse_color = vec4(vec3(mitigation), 0.0);
#endif
}