Files
Cubed/assets/shaders/block_f_shader.glsl
zhenyan121 e224110452 feat(renderer): add runtime shader and shadow mode controls
Introduce user-controllable shader on/off, shadow mode (rotated Poisson disk, 3x3 grid, or off), light cull face, and discard transparent in depth pass. Expose all settings in new dev panel "shader" tab. Move ambient strength slider to the new tab.
2026-06-17 20:16:20 +08:00

126 lines
3.3 KiB
GLSL

#version 460
in vec2 tc;
in vec3 normal;
in vec3 vert_pos;
in vec4 FragPosLightSpace;
flat in int tex_layer;
out vec4 color;
layout (binding = 0) uniform sampler2D shadowMap;
layout (binding = 1) uniform sampler2DArray samp;
uniform float ambientStrength;
uniform vec3 sunlightColor;
uniform vec3 sunlightDir;
uniform bool shader_on;
uniform int shadowMode;
const vec2 poissonDisk[8] = vec2[](
vec2( 0.1440, 0.7659), vec2(-0.5761, 0.4479),
vec2(-0.3220, -0.6058), vec2( 0.5693, -0.4048),
vec2(-0.1276, 0.1657), vec2(-0.0649, -0.0165),
vec2( 0.2773, -0.0305), vec2(-0.1134, -0.2122)
);
float random(vec3 seed) {
return fract(sin(dot(seed, vec3(12.9898,78.233,45.5432))) * 43758.5453);
}
float ShadowCalculation(vec4 fragPosLightSpace, vec3 norm, vec3 lightDir)
{
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.x < 0.0 || projCoords.x > 1.0 ||
projCoords.y < 0.0 || projCoords.y > 1.0 ||
projCoords.z < 0.0 || projCoords.z > 1.0) {
return 0.0;
}
float currentDepth = projCoords.z;
vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
float shadow = 0.0;
float bias =
max(
0.0003,
0.001 * (1.0 - dot(norm, lightDir))
);
if (shadowMode == 0) {
vec3 seed = vert_pos * 37.0 + sin(vert_pos * 91.7) * 13.0;
float angle = random(seed) * 6.2831853;; // 2*PI
float s = sin(angle), c = cos(angle);
mat2 rot = mat2(c, -s, s, c);
float radius = 0.7;
const int samples = 8;
for (int i = 0; i < samples; ++i) {
vec2 offset = rot * poissonDisk[i] * radius * texelSize;
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
shadow /= float(samples);
} else if (shadowMode == 1) {
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
vec2 offset = vec2(x, y) * texelSize;
float pcfDepth = texture(shadowMap, projCoords.xy + offset).r;
shadow += (currentDepth - bias > pcfDepth ? 1.0 : 0.0);
}
}
shadow /= 9.0;
} else if (shadowMode == 2) {
// pcf off
float pcfDepth =
texture(shadowMap, projCoords.xy).r;
shadow =
currentDepth - bias > pcfDepth
? 1.0
: 0.0;
} else {
float pcfDepth =
texture(shadowMap, projCoords.xy).r;
shadow =
currentDepth - bias > pcfDepth
? 1.0
: 0.0;
}
return shadow;
}
void main(void) {
vec4 objectColor = texture(samp, vec3(tc, tex_layer));
if (objectColor.a < 0.8) {
discard;
}
if (!shader_on) {
color = objectColor;
return;
}
vec3 lightDir = normalize(-sunlightDir);
vec3 ambient = ambientStrength * sunlightColor;
vec3 norm = normalize(normal);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * sunlightColor;
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb, objectColor.a);
//color = varyingColor;
}