mirror of
https://github.com/YACReader/yacreader
synced 2026-03-01 10:22:58 -05:00
62 lines
2.0 KiB
GLSL
62 lines
2.0 KiB
GLSL
#version 450
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// Inputs from vertex shader
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in flat vec4 vInstanceShading;
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layout(location = 2) in flat float vInstanceOpacity;
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layout(location = 3) in flat float vIsReflection;
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layout(location = 4) in flat float vInstanceRotation;
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layout(location = 5) in vec2 vLocalPos;
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// Output
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layout(location = 0) out vec4 fragColor;
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// Uniform buffer
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layout(std140, binding = 0) uniform UniformBuffer
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{
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mat4 viewProjectionMatrix;
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vec3 backgroundColor;
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float _pad0;
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vec3 shadingColor;
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float _pad1;
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float reflectionUp;
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float reflectionDown;
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int isReflection;
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float _pad2;
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};
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// Texture and sampler
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layout(binding = 1) uniform sampler2D coverTexture;
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void main()
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{
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vec4 texColor = texture(coverTexture, vTexCoord);
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// Compute per-pixel shading using per-instance corner shading values
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float leftUp = vInstanceShading.x;
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float leftDown = vInstanceShading.y;
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float rightUp = vInstanceShading.z;
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float rightDown = vInstanceShading.w;
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// Use interpolated local vertex position to match original vertex-based shading.
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// position.y in vertex ranges [-0.5..0.5], so map to [0..1] with +0.5
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float y = clamp(vLocalPos.y + 0.5, 0.0, 1.0);
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float x = clamp(vLocalPos.x + 0.5, 0.0, 1.0);
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float leftShading = mix(leftDown, leftUp, y);
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float rightShading = mix(rightDown, rightUp, y);
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float shading = mix(leftShading, rightShading, x);
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// Combine with per-instance opacity (opacity only darkens RGB, alpha preserved)
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float shadingAmount = shading * vInstanceOpacity;
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// For reflections, apply a gradient fade using reflection uniforms (darker further away)
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if (vIsReflection > 0.5) {
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// Legacy reflection fade: ramp from 0.0 to 0.33 using texture V coordinate
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float gradientFade = mix(0.0, 0.33, vTexCoord.y);
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shadingAmount *= gradientFade;
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}
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// Final color: shaded RGB, keep source alpha
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fragColor = vec4(texColor.rgb * shadingAmount, texColor.a);
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}
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