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#version 330 core
in vec2 UvPosition;
uniform int Block;
uniform int State;
uniform sampler2D textureAtlas;
uniform float time;
// TextureIndex: [most significant bit]<-...<-side[3bit]<-id[13]<-state[4]
layout(std140) uniform TextureIndexes { // binding point: 0
int totalTextures;
int indexes[1023];
};
layout(std140) uniform TextureData { // binding point: 1
vec4 textureData[1024];
};
vec4 GetTextureByBlockId();
vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords);
vec4 CheckIndexValidness();
vec4 GetDepthColor();
vec4 GetCheckerColor();
vec4 VTC(int value);
in vec3 FragmentPosition;
int GetBlockSide(){
int side=6;
if (FragmentPosition.y==-0.5)
side=0;
else if (FragmentPosition.y==0.5)
side=1;
else if (FragmentPosition.x==-0.5)
side = 3;
else if (FragmentPosition.x==0.5)
side = 2;
else if (FragmentPosition.z==-0.5)
side=4;
else if (FragmentPosition.z==0.5)
side=5;
return side;
}
int index,side,id,state;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec4 BlockTextureCoords = GetTextureByBlockId();
vec2 AtlasCoords = TransformTextureCoord(BlockTextureCoords, UvPosition);
gl_FragColor = texture(textureAtlas, AtlasCoords);
if (id==2 && side==1) { //Grass colorizing
const float BiomeColor = 0.275;
vec3 hsvColor = rgb2hsv(gl_FragColor.xyz);
hsvColor[0]+=BiomeColor;
hsvColor[1]=0.63;
hsvColor[2]+=0.1;
gl_FragColor = vec4(hsv2rgb(hsvColor),1);
}
}
vec4 GetTextureByBlockId() {
int BlockSide = GetBlockSide();
for (int i = 0; i < totalTextures; i++) {
index = indexes[i];
side = (index & 0x70000) >> 16;
id = (index & 0xFF0) >> 4;
state = index & 0xF;
if (id != Block)
continue;
if (state != State)
continue;
if (side == 6)
return textureData[i];
if (BlockSide == side)
return textureData[i];
if (side == 6)
return textureData[i];
else if (side == BlockSide)
return textureData[i];
}
// Fallback TNT texture
return vec4(0.0546875, 0.00442477876106194690, 0.0078125,
0.00442477876106194690);
}
vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
float x = TextureAtlasCoords.x;
float y = TextureAtlasCoords.y;
float w = TextureAtlasCoords.z;
float h = TextureAtlasCoords.w;
vec2 A = vec2(x, y);
vec2 B = vec2(x + w, y + h);
const bool isTextureFlippedVertically = true;
if (isTextureFlippedVertically) {
y = 1 - y;
A = vec2(x, y - h);
B = vec2(x + w, y);
}
return A + UvCoords * (B - A);
}
vec4 CheckIndexValidness() {
vec4 color = vec4(0, 1, 0, 1);
if (totalTextures != 6)
return vec4(1, 0, 0, 1);
if (indexes[0] != 393248)
return vec4(1, 1, 0, 1);
for (int i = 1; i < 20; i++)
if (indexes[i] != 0)
return vec4(0, 0, 1, 1);
return vec4(0, 1, 0, 1);
}
float near = 1.0;
float far = 100.0;
float LinearizeDepth(float depth) {
float z = depth * 2.0 - 1.0; // Back to NDC
return (2.0 * near * far) / (far + near - z * (far - near));
}
vec4 GetDepthColor() {
float depth =
LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
return vec4(vec3(depth), 1.0f);
}
vec4 GetCheckerColor() {
if (UvPosition.x>0.5 && UvPosition.y<0.5 || UvPosition.x<0.5 && UvPosition.y>0.5)
return vec4(0.7,0.7,0,1);
else
return vec4(0,0,0,1);
}
vec4 VTC(int value){
switch(value)
{
case 0:
return vec4(0,0,0,1);
case 1:
return vec4(1,0,0,1);
case 2:
return vec4(0,1,0,1);
case 3:
return vec4(0,0,1,1);
case 4:
return vec4(1,1,0,1);
case 5:
return vec4(1,0,1,1);
case 6:
return vec4(0,1,1,1);
}
return vec4(1,1,1,1);
}
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