commit 9d787c0500cc35758e557c1ef8d429ee2469092a
parent d060d81b5c06a268849ce6c209c887649578e66d
Author: Christian Ermann <christianermann@gmail.com>
Date: Mon, 30 May 2022 19:22:43 -0700
Flat shade terrain.
Diffstat:
2 files changed, 6 insertions(+), 158 deletions(-)
diff --git a/shaders/basic.fs b/shaders/basic.fs
@@ -1,7 +1,6 @@
#version 330 core
in vec3 frag_pos;
-in vec3 frag_norm;
out vec4 frag_color;
@@ -13,18 +12,17 @@ uniform vec3 pointlight_pos;
void main()
{
+ vec3 dx = dFdx(frag_pos);
+ vec3 dy = dFdy(frag_pos);
+ vec3 normal = normalize(cross(dy, dx));
+
if (shade_normals == 1)
{
- frag_color = vec4(0.5 * (frag_norm + 1.0), 1.0);
+ frag_color = vec4(0.5 * (normal + 1.0), 1.0);
}
else
{
- vec3 dx = dFdx(frag_pos);
- vec3 dy = dFdy(frag_pos);
- vec3 normal = normalize(cross(dy, dx));
-
float slope = (normal.y + 1.0) * 0.5;
- normal = mix(normal, -frag_norm, 1 - slope);
vec3 object_color = mix(vec3(0.6, 0.7, 0.5), vec3(0.5, 0.6, 0.7), slope);
float d = length(pointlight_pos - frag_pos);
diff --git a/shaders/basic.vs b/shaders/basic.vs
@@ -3,163 +3,13 @@
layout(location = 0) in vec3 in_position;
out vec3 frag_pos;
-out vec3 frag_norm;
uniform mat4 camera;
uniform int time;
-const int p[512] = int[512](
- 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7,
- 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190,
- 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117,
- 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136,
- 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158,
- 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46,
- 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209,
- 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86,
- 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
- 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16,
- 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
- 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253,
- 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97,
- 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
- 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184,
- 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
- 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156,
- 180,
- 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7,
- 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190,
- 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117,
- 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136,
- 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158,
- 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46,
- 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209,
- 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86,
- 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
- 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16,
- 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
- 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253,
- 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97,
- 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
- 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184,
- 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
- 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156,
- 180
-);
-
-const vec3 g[16] = vec3[16](
- vec3( 1, 1, 0),
- vec3(-1, 1, 0),
- vec3( 1, -1, 0),
- vec3(-1, -1, 0),
- vec3( 1, 0, 1),
- vec3(-1, 0, 1),
- vec3( 1, 0, -1),
- vec3(-1, 0, -1),
- vec3( 0, 1, 1),
- vec3( 0, -1, 1),
- vec3( 0, 1, -1),
- vec3( 0, -1, -1),
- vec3( 1, 1, 0),
- vec3( 0, -1, 1),
- vec3(-1, 1, 0),
- vec3( 0, -1, -1)
-);
-
-float fade(float t)
-{
- return t * t * t * (t * (t * 6 - 15) + 10);
-}
-
-float lerp(float t, float a, float b)
-{
- return a + t * (b - a);
-}
-
-float grad(int hash, float x, float y, float z)
-{
- int h = hash & 15;
- return g[h].x * x + g[h].y * y + g[h].z * z;
-}
-
-float perlin(float x, float y, float z)
-{
- int X = int(floor(x)) & 255;
- int Y = int(floor(y)) & 255;
- int Z = int(floor(z)) & 255;
-
- x -= floor(x);
- y -= floor(y);
- z -= floor(z);
-
- float u = fade(x);
- float v = fade(y);
- float w = fade(z);
-
- int a = p[p[p[X ] + Y ] + Z];
- int b = p[p[p[X + 1] + Y ] + Z];
- int c = p[p[p[X ] + Y + 1] + Z];
- int d = p[p[p[X + 1] + Y + 1] + Z];
- int e = p[p[p[X ] + Y ] + Z + 1];
- int f = p[p[p[X + 1] + Y ] + Z + 1];
- int g = p[p[p[X ] + Y + 1] + Z + 1];
- int h = p[p[p[X + 1] + Y + 1] + Z + 1];
-
- return lerp(w, lerp(v, lerp(u, grad(a, x , y , z ),
- grad(b, x - 1, y , z )),
- lerp(u, grad(c, x , y - 1, z ),
- grad(d, x - 1, y - 1, z ))),
- lerp(v, lerp(u, grad(e, x , y , z - 1),
- grad(f, x - 1, y , z - 1)),
- lerp(u, grad(g, x , y - 1, z - 1),
- grad(h, x - 1, y - 1, z - 1))));
-}
-
-float perlinSDF(vec3 p)
-{
- float o1 = perlin(p[0] * 0.01, p[1] * 0.01, p[2] * 0.01);
- float o2 = perlin(p[0] * 0.05, p[1] * 0.05, p[2] * 0.05) * 0.5;
- float o3 = perlin(p[0] * 0.10, p[1] * 0.10, p[2] * 0.10) * 0.1;
- return o1 + o2 + o3;
-}
-
-float terrainSDF(const vec3 p)
-{
- float o1 = perlin(p.x * 0.005, 0.0, p.z * 0.005) * 50.0;
- float o2 = perlin(p.x * 0.050, 0.0, p.z * 0.050) * 2.0;
- float o3 = perlin(p.x * 0.005, 0.0, p.z * 0.005) * 1.0;
-
- float surface = p[1] - o1 - o2 - o3;
- float cave = perlinSDF(p);
-
- float k = 32.0;
- float h = 0.5 - 0.5 * (cave - surface ) / k;
- h = clamp(h, 0.0, 1.0);
-
- float a = cave * (1.0 - h) + surface * h;
- float b = k * h * (1.0 - h);
-
- return a + b;
-}
-
-vec3 normal(vec3 p)
-{
- const float h = 0.01;
- const vec2 k = vec2(1.0, -1.0);
- return normalize(
- k.xyy * terrainSDF(p + k.xyy * h) +
- k.yyx * terrainSDF(p + k.yyx * h) +
- k.yxy * terrainSDF(p + k.yxy * h) +
- k.xxx * terrainSDF(p + k.xxx * h)
- );
-}
-
void main()
{
- float displacement = 0.2 * cos(0.01 * time + in_position.x) + 0.2 * sin(0.01 * time + in_position.z);
- vec3 norm = normal(in_position);
- frag_pos = in_position + norm * displacement;
- frag_norm = norm;
+ frag_pos = in_position;
gl_Position = camera * vec4(frag_pos, 1.0);
}