stevenarella/src/render/shaders/chunk_frag.glsl

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uniform sampler2DArray textures;
in vec3 vColor;
in vec4 vTextureInfo;
in vec2 vTextureOffset;
in float vAtlas;
in vec3 vLighting;
#ifndef alpha
WebGL fixes after disabling threaded chunk builder (#451) At this point, the UI renders in the browser through WebGL, with no GL errors. Progress towards #446 🕸️ Web support * main: enable render loop on wasm, disable events_loop on wasm for now Allow for testing rendering on WebGL * chunk_builder: disable on wasm due to no threads on wasm Chunks will not be correctly rendered, but other parts of the program now can be tested instead of crashing in std::thread * chunk_frag: glBindFragDataLocation is only on native, WebGL 2 uses in-shader specification layout(location=), which works on native in OpenGL 4.1 but we're on OpenGL 3.2 - see https://www.khronos.org/opengl/wiki/Fragment_Shader#Output_buffers * std_or_web: always fail File::open() to avoid servers.json empty string JSON parse failing * www: update installation instructions * render: fix apparent TEXTURE_MAX_LEVEL -> TEXTURE_MAG_FILTER typo * render: correct type for internalFormat DEPTH_COMPONENT24 Valid combinations of format, type, and internalFormat are listed at https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf#page=124&zoom=100,168,206. We had UNSIGNED_BYTE for DEPTH_COMPONENT24, but only UNSIGNED_INT is a valid type for this internal format. Fixes texImage: Mismatched internalFormat and format/type: 0x81a6 and 0x1902/0x1401 and fixes the subsequent GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error. * render: gl::MULTISAMPLE (0x809d) is not available on WebGL Fixes WebGL warning: enabled: cap: Invalid enum value <enum 0x809d> 0.bootstrap.js line 11 > eval:851:21 * gl: replace set_float_multi_raw with a safer set_float_multi Removes use of passing raw pointers in set_float_multi_raw parameters Instead, casts raw pointers to flatten, similar to set_matrix_multi Fixes uniform setter: (uniform colorMul[0]) values length (1) must be a positive integer multiple of size of <enum 0x8b52>. * render: model: send BYTE to id attrib, fixes type mismatch Fixes drawElementsInstanced: Vertex attrib 0 requires data of type INT, but is being supplied with type UINT
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#ifdef ES
layout(location = 2) out vec4 fragColor;
#else
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out vec4 fragColor;
WebGL fixes after disabling threaded chunk builder (#451) At this point, the UI renders in the browser through WebGL, with no GL errors. Progress towards #446 🕸️ Web support * main: enable render loop on wasm, disable events_loop on wasm for now Allow for testing rendering on WebGL * chunk_builder: disable on wasm due to no threads on wasm Chunks will not be correctly rendered, but other parts of the program now can be tested instead of crashing in std::thread * chunk_frag: glBindFragDataLocation is only on native, WebGL 2 uses in-shader specification layout(location=), which works on native in OpenGL 4.1 but we're on OpenGL 3.2 - see https://www.khronos.org/opengl/wiki/Fragment_Shader#Output_buffers * std_or_web: always fail File::open() to avoid servers.json empty string JSON parse failing * www: update installation instructions * render: fix apparent TEXTURE_MAX_LEVEL -> TEXTURE_MAG_FILTER typo * render: correct type for internalFormat DEPTH_COMPONENT24 Valid combinations of format, type, and internalFormat are listed at https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf#page=124&zoom=100,168,206. We had UNSIGNED_BYTE for DEPTH_COMPONENT24, but only UNSIGNED_INT is a valid type for this internal format. Fixes texImage: Mismatched internalFormat and format/type: 0x81a6 and 0x1902/0x1401 and fixes the subsequent GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error. * render: gl::MULTISAMPLE (0x809d) is not available on WebGL Fixes WebGL warning: enabled: cap: Invalid enum value <enum 0x809d> 0.bootstrap.js line 11 > eval:851:21 * gl: replace set_float_multi_raw with a safer set_float_multi Removes use of passing raw pointers in set_float_multi_raw parameters Instead, casts raw pointers to flatten, similar to set_matrix_multi Fixes uniform setter: (uniform colorMul[0]) values length (1) must be a positive integer multiple of size of <enum 0x8b52>. * render: model: send BYTE to id attrib, fixes type mismatch Fixes drawElementsInstanced: Vertex attrib 0 requires data of type INT, but is being supplied with type UINT
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#endif
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#else
Use web-sys for web backend (#444) A small step for #446 🕸️ Web support, use web-sys to interface to the web. Previously, we would try to use glutin on the web, which is not supported; now glutin is only used on native: fixes #171 could not find Context in platform_impl. winit is still used on both, but the GL context is created with web-sys and glow (on the web), and created with glutin and used with glow (on native). stdweb is no longer used, being replaced by web-sys. Substantial refactoring to allow reusing the code between web/native: * settings: use VirtualKeyCode from winit, not reexported from glutin * std_or_web: remove broken localstoragefs/stdweb, add File placeholder * render: disable skin_thread on wasm since we don't have threads * gl: use glow types in gl wrapper (integers in native, but Web*Key in web) * gl: web-sys WebGlUniformLocation does not implement Copy trait, so glow::UniformLocation doesn't so gl::Uniform can't * gl: refactor context initialization, pass glow::Context to gl::init for consistency between native/web * gl: update to glow with panicking tex_image_2d_multisample web-sys wrapper * glsl: use shader version in GLSL for WebGL 2 and OpenGL 3.2 * shaders: add explicit float/int type conversions, required for WebGL * shaders: specify mediump precision, required for WebGL * shaders: specify fragment shader output locations for WebGL * main: refactor handle_window_event to take a winit window, not glutin context * main: handle resize outside of handle_window_event since it updates the glutin window (the only event which does this) * main: use winit events in handle_window_event not reexported glutin events * main: refactor game loop handling into tick_all() * main: create winit window for WebGL, and use winit_window from glutin * main: restore console_error_panic_hook, mistakingly removed in (#260) * main: remove force setting env RUST_BACKTRACE=1, no longer can set env on web * www: index.js: fix wasm import path * www: npm update, npm audit fix * www: update readme to link to status on #446 🕸️ Web support
2020-12-26 16:42:37 -05:00
#ifdef ES
WebGL fixes after disabling threaded chunk builder (#451) At this point, the UI renders in the browser through WebGL, with no GL errors. Progress towards #446 🕸️ Web support * main: enable render loop on wasm, disable events_loop on wasm for now Allow for testing rendering on WebGL * chunk_builder: disable on wasm due to no threads on wasm Chunks will not be correctly rendered, but other parts of the program now can be tested instead of crashing in std::thread * chunk_frag: glBindFragDataLocation is only on native, WebGL 2 uses in-shader specification layout(location=), which works on native in OpenGL 4.1 but we're on OpenGL 3.2 - see https://www.khronos.org/opengl/wiki/Fragment_Shader#Output_buffers * std_or_web: always fail File::open() to avoid servers.json empty string JSON parse failing * www: update installation instructions * render: fix apparent TEXTURE_MAX_LEVEL -> TEXTURE_MAG_FILTER typo * render: correct type for internalFormat DEPTH_COMPONENT24 Valid combinations of format, type, and internalFormat are listed at https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf#page=124&zoom=100,168,206. We had UNSIGNED_BYTE for DEPTH_COMPONENT24, but only UNSIGNED_INT is a valid type for this internal format. Fixes texImage: Mismatched internalFormat and format/type: 0x81a6 and 0x1902/0x1401 and fixes the subsequent GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error. * render: gl::MULTISAMPLE (0x809d) is not available on WebGL Fixes WebGL warning: enabled: cap: Invalid enum value <enum 0x809d> 0.bootstrap.js line 11 > eval:851:21 * gl: replace set_float_multi_raw with a safer set_float_multi Removes use of passing raw pointers in set_float_multi_raw parameters Instead, casts raw pointers to flatten, similar to set_matrix_multi Fixes uniform setter: (uniform colorMul[0]) values length (1) must be a positive integer multiple of size of <enum 0x8b52>. * render: model: send BYTE to id attrib, fixes type mismatch Fixes drawElementsInstanced: Vertex attrib 0 requires data of type INT, but is being supplied with type UINT
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layout(location = 0) out vec4 accum;
layout(location = 1) out float revealage;
Use web-sys for web backend (#444) A small step for #446 🕸️ Web support, use web-sys to interface to the web. Previously, we would try to use glutin on the web, which is not supported; now glutin is only used on native: fixes #171 could not find Context in platform_impl. winit is still used on both, but the GL context is created with web-sys and glow (on the web), and created with glutin and used with glow (on native). stdweb is no longer used, being replaced by web-sys. Substantial refactoring to allow reusing the code between web/native: * settings: use VirtualKeyCode from winit, not reexported from glutin * std_or_web: remove broken localstoragefs/stdweb, add File placeholder * render: disable skin_thread on wasm since we don't have threads * gl: use glow types in gl wrapper (integers in native, but Web*Key in web) * gl: web-sys WebGlUniformLocation does not implement Copy trait, so glow::UniformLocation doesn't so gl::Uniform can't * gl: refactor context initialization, pass glow::Context to gl::init for consistency between native/web * gl: update to glow with panicking tex_image_2d_multisample web-sys wrapper * glsl: use shader version in GLSL for WebGL 2 and OpenGL 3.2 * shaders: add explicit float/int type conversions, required for WebGL * shaders: specify mediump precision, required for WebGL * shaders: specify fragment shader output locations for WebGL * main: refactor handle_window_event to take a winit window, not glutin context * main: handle resize outside of handle_window_event since it updates the glutin window (the only event which does this) * main: use winit events in handle_window_event not reexported glutin events * main: refactor game loop handling into tick_all() * main: create winit window for WebGL, and use winit_window from glutin * main: restore console_error_panic_hook, mistakingly removed in (#260) * main: remove force setting env RUST_BACKTRACE=1, no longer can set env on web * www: index.js: fix wasm import path * www: npm update, npm audit fix * www: update readme to link to status on #446 🕸️ Web support
2020-12-26 16:42:37 -05:00
#else
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out vec4 accum;
out float revealage;
#endif
Use web-sys for web backend (#444) A small step for #446 🕸️ Web support, use web-sys to interface to the web. Previously, we would try to use glutin on the web, which is not supported; now glutin is only used on native: fixes #171 could not find Context in platform_impl. winit is still used on both, but the GL context is created with web-sys and glow (on the web), and created with glutin and used with glow (on native). stdweb is no longer used, being replaced by web-sys. Substantial refactoring to allow reusing the code between web/native: * settings: use VirtualKeyCode from winit, not reexported from glutin * std_or_web: remove broken localstoragefs/stdweb, add File placeholder * render: disable skin_thread on wasm since we don't have threads * gl: use glow types in gl wrapper (integers in native, but Web*Key in web) * gl: web-sys WebGlUniformLocation does not implement Copy trait, so glow::UniformLocation doesn't so gl::Uniform can't * gl: refactor context initialization, pass glow::Context to gl::init for consistency between native/web * gl: update to glow with panicking tex_image_2d_multisample web-sys wrapper * glsl: use shader version in GLSL for WebGL 2 and OpenGL 3.2 * shaders: add explicit float/int type conversions, required for WebGL * shaders: specify mediump precision, required for WebGL * shaders: specify fragment shader output locations for WebGL * main: refactor handle_window_event to take a winit window, not glutin context * main: handle resize outside of handle_window_event since it updates the glutin window (the only event which does this) * main: use winit events in handle_window_event not reexported glutin events * main: refactor game loop handling into tick_all() * main: create winit window for WebGL, and use winit_window from glutin * main: restore console_error_panic_hook, mistakingly removed in (#260) * main: remove force setting env RUST_BACKTRACE=1, no longer can set env on web * www: index.js: fix wasm import path * www: npm update, npm audit fix * www: update readme to link to status on #446 🕸️ Web support
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#endif
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#include lookup_texture
void main() {
vec4 col = atlasTexture();
#ifndef alpha
if (col.a < 0.5) discard;
#endif
col *= vec4(vColor, 1.0);
col.rgb *= vLighting;
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#ifndef alpha
fragColor = col;
#else
float z = gl_FragCoord.z;
float al = col.a;
float weight = pow(al + 0.01f, 4.0f) +
max(0.01f, min(3000.0f, 0.3f / (0.00001f + pow(abs(z) / 800.0f, 4.0f))));
accum = vec4(col.rgb * al * weight, al);
revealage = weight * al;
#endif
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}