Files
Cubed/assets/shaders/block_v_shader.glsl
zhenyan121 5385876a8a feat: pbr (#20)
* feat: add pbr texture

* feat(rendering): add normal mapping support for blocks

* fix: normal map load

* feat(scripts): add batch nearest neighbor upscale script
2026-06-20 15:03:40 +08:00

83 lines
1.9 KiB
GLSL

#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
layout (location = 3) in vec3 aNormal;
layout (location = 4) in float Roughness;
layout (location = 5) in vec3 aTangent;
out vec2 tc;
out vec3 normal;
out vec3 tangent;
out vec3 bitangent;
out vec3 vert_pos;
flat out int tex_layer;
out vec4 FragPosLightSpace;
out float roughness;
mat4 buildRotateX(float rad);
mat4 buildRotateY(float rad);
mat4 buildRotateZ(float rad);
mat4 buildTranslate(float x, float y, float z);
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform mat4 model_matrix;
uniform mat4 norm_matrix;
uniform mat4 lightSpaceMatrix;
void main(void) {
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
vert_pos = pos;
tc = texCoord;
tex_layer = int(layer);
roughness = Roughness;
normal = normalize(mat3(norm_matrix) * aNormal);
tangent = normalize(mat3(model_matrix) * aTangent);
bitangent = cross(normal, tangent);
FragPosLightSpace = lightSpaceMatrix * vec4(pos, 1.0);
gl_Position = proj_matrix * viewPos;
}
mat4 buildTranslate(float x, float y, float z) {
mat4 trans = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0
);
return trans;
}
mat4 buildRotateX(float rad) {
mat4 xrot = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, cos(rad), -sin(rad), 0.0,
0.0, sin(rad), cos(rad), 0.0,
0.0, 0.0, 0.0, 1.0
);
return xrot;
}
mat4 buildRotateY(float rad) {
mat4 yrot = mat4(
cos(rad), 0.0, sin(rad), 0.0,
0.0, 1.0, 0.0, 0.0,
-sin(rad), 0.0, cos(rad), 0.0,
0.0, 0.0, 0.0, 1.0
);
return yrot;
}
mat4 buildRotateZ(float rad) {
mat4 zrot = mat4(
cos(rad), -sin(rad), 0.0, 0.0,
sin(rad), cos(rad), 0.0, 0.0,
0.0, 0.0,1.0 , 0.0,
0.0, 0.0, 0.0, 1.0
);
return zrot;
}