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shader_snippets.go
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shader_snippets.go
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// Copyright 2015 Matthew Collins
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package render
import "github.com/thinkofdeath/steven/render/glsl"
func init() {
glsl.Register("lookup_texture", `
const float invAtlasSize = 1.0 / `+atlasSizeStr+`;
vec4 atlasTexture() {
vec2 tPos = vTextureOffset;
tPos = mod(tPos, vTextureInfo.zw);
tPos += vTextureInfo.xy;
tPos *= invAtlasSize;
return texture(textures, vec3(tPos, vAtlas));
}
`)
glsl.Register("get_light", `
vec3 getLight(vec2 light) {
vec2 li = pow(vec2(lightLevel), 15.0 - light);
float skyTint = skyOffset * 0.95 + 0.05;
float bl = li.x;
float sk = li.y * skyTint;
float skyRed = sk * (skyOffset * 0.65 + 0.35);
float skyGreen = sk * (skyOffset * 0.65 + 0.35);
float blockGreen = bl * ((bl * 0.6 + 0.4) * 0.6 + 0.4);
float blockBlue = bl * (bl * bl * 0.6 + 0.4);
vec3 col = vec3(
skyRed + bl,
skyGreen + blockGreen,
sk + blockBlue
);
col = col * 0.96 + 0.03;
float gamma = 0.0;
vec3 invCol = 1.0 - col;
invCol = 1.0 - invCol * invCol * invCol * invCol;
col = col * (1.0 - gamma) + invCol * gamma;
col = col * 0.96 + 0.03;
return clamp(col, 0.0, 1.0);
}
`)
}