Descent3/renderer/shaders/fragment.glsl
2024-08-18 03:26:06 -05:00

58 lines
2.3 KiB
GLSL

#version 150 core
/*
* Descent 3
* Copyright (C) 2024 Descent Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
in vec4 vertex_color;
in vec2 vertex_uv0;
in vec2 vertex_uv1;
in vec4 vertex_modelview_pos;
out vec4 out_color;
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform int u_texture_enable;
uniform bool u_fog_enable;
uniform vec4 u_fog_color;
uniform float u_fog_start;
uniform float u_fog_end;
float branchless_invert_or_zero(in float value) {
// sign() returns 1 if val > 0, -1 if val < 0, and 0 if val == 0
float sign_squared = sign(value) * sign(value);
// so this will either be 1/value, or 0/-1
return sign_squared / (value + sign_squared - 1.0);
}
void main()
{
out_color = vertex_color
// take advantage of the fact that we're multiplying to make vec4(1) represent a "disabled"
// texture sample. a real sample will always have component values <= 1, bool is defined
// to cast to either 0 or 1, so taking the max() of the sample and an _inverted_ enable
// signal lets this ignore a texture w/o branching. we use a bitfield to save bandwidth.
* max(texture(u_texture0, vertex_uv0), vec4(float(!bool((u_texture_enable >> 0) & 1))))
* max(texture(u_texture1, vertex_uv1), vec4(float(!bool((u_texture_enable >> 1) & 1))));
float fog_factor = clamp((u_fog_end - length(vertex_modelview_pos)) * branchless_invert_or_zero(u_fog_end - u_fog_start), 0, 1);
// out_color is unchanged when fog_factor is 1 (ie, fog distance == u_fog_start). thus, to disable,
// fog_factor must also be 1. invert u_fog_enable (so that it is 1 when disabled) and take the max.
fog_factor = max(fog_factor, float(!u_fog_enable));
out_color = out_color * fog_factor + (1 - fog_factor) * u_fog_color;
}