2016-03-16 13:33:06 -04:00
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uniform sampler2DArray textures;
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in vec3 vColor;
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in vec4 vTextureInfo;
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in vec2 vTextureOffset;
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in float vAtlas;
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in vec3 vLighting;
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#ifndef alpha
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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
2020-12-31 17:35:30 -05:00
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#ifdef ES
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layout(location = 2) out vec4 fragColor;
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#else
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2016-03-16 13:33:06 -04:00
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out vec4 fragColor;
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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
2020-12-31 17:35:30 -05:00
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#endif
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2016-03-16 13:33:06 -04:00
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#else
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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
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#ifdef ES
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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
2020-12-31 17:35:30 -05:00
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layout(location = 0) out vec4 accum;
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layout(location = 1) out float revealage;
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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
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#else
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2016-03-16 13:33:06 -04:00
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out vec4 accum;
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out float revealage;
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#endif
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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
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#endif
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2016-03-16 13:33:06 -04:00
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#include lookup_texture
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void main() {
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2016-03-20 16:17:21 -04:00
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vec4 col = atlasTexture();
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#ifndef alpha
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if (col.a < 0.5) discard;
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#endif
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col *= vec4(vColor, 1.0);
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col.rgb *= vLighting;
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2016-03-16 13:33:06 -04:00
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2016-03-20 16:17:21 -04:00
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#ifndef alpha
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fragColor = col;
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#else
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float z = gl_FragCoord.z;
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float al = col.a;
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float weight = pow(al + 0.01f, 4.0f) +
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max(0.01f, min(3000.0f, 0.3f / (0.00001f + pow(abs(z) / 800.0f, 4.0f))));
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accum = vec4(col.rgb * al * weight, al);
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revealage = weight * al;
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#endif
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2016-03-16 13:33:06 -04:00
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}
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