69 lines
3 KiB
GLSL
69 lines
3 KiB
GLSL
#version 330 core
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uniform sampler2D diffuseMap;
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uniform sampler2D occlusionMap;
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uniform vec2 textureTiling;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec2 fragTileTexCoord;
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flat in uvec4 occlusionSides;
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flat in int topLeftObscured;
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flat in int topRightObscured;
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flat in int bottomLeftObscured;
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flat in int bottomRightObscured;
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flat in int quadHeight;
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flat in int quadWidth;
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out vec4 outColor;
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int calculate_ao_square()
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{
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ivec2 tileCoord = ivec2(fragTileTexCoord);
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int ao_square = 0;
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if(tileCoord.x == quadWidth - 1 && ((occlusionSides.x & uint(1 << tileCoord.y)) > uint(0))) ao_square |= 1 << 0;
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if(tileCoord.x == quadWidth - 1 && tileCoord.y == quadHeight - 1 && bottomRightObscured > 0) ao_square |= 1 << 1;
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if(tileCoord.x == quadWidth - 1 && tileCoord.y != quadHeight - 1 && ((occlusionSides.x & uint(1 << (tileCoord.y+1))) > uint(0))) ao_square |= 1 << 1;
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if(tileCoord.x != quadWidth - 1 && tileCoord.y == quadHeight - 1 && ((occlusionSides.w & uint(1 << (tileCoord.x+1))) > uint(0))) ao_square |= 1 << 1;
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if(tileCoord.y == quadHeight - 1 && ((occlusionSides.w & uint(1 << tileCoord.x)) > uint(0))) ao_square |= 1 << 2;
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if(tileCoord.x == 0 && tileCoord.y == quadHeight - 1 && bottomLeftObscured > 0) ao_square |= 1 << 3;
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if(tileCoord.x == 0 && tileCoord.y != quadHeight - 1 && ((occlusionSides.y & uint(1 << (tileCoord.y+1))) > uint(0))) ao_square |= 1 << 3;
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if(tileCoord.x != 0 && tileCoord.y == quadHeight - 1 && ((occlusionSides.w & uint(1 << (tileCoord.x-1))) > uint(0))) ao_square |= 1 << 3;
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if(tileCoord.x == 0 && ((occlusionSides.y & uint(1 << tileCoord.y)) > uint(0))) ao_square |= 1 << 4;
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if(tileCoord.x == 0 && tileCoord.y == 0 && topRightObscured > 0) ao_square |= 1 << 5;
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if(tileCoord.x == 0 && tileCoord.y != 0 && ((occlusionSides.y & uint(1 << (tileCoord.y-1))) > uint(0))) ao_square |= 1 << 5;
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if(tileCoord.x != 0 && tileCoord.y == 0 && ((occlusionSides.z & uint(1 << (tileCoord.x-1))) > uint(0))) ao_square |= 1 << 5;
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if(tileCoord.y == 0 && ((occlusionSides.z & uint(1 << tileCoord.x)) > uint(0))) ao_square |= 1 << 6;
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if(tileCoord.x == quadWidth - 1 && tileCoord.y == 0 && topLeftObscured > 0) ao_square |= 1 << 7;
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if(tileCoord.x == quadWidth - 1 && tileCoord.y != 0 && ((occlusionSides.x & uint(1 << (tileCoord.y-1))) > uint(0))) ao_square |= 1 << 7;
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if(tileCoord.x != quadWidth - 1 && tileCoord.y == 0 && ((occlusionSides.z & uint(1 << (tileCoord.x+1))) > uint(0))) ao_square |= 1 << 7;
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return ao_square;
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}
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void main()
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{
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vec2 texCoord = (floor(fragTexCoord*textureTiling) + fract(fragTileTexCoord)) / textureTiling;
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int ao_square = calculate_ao_square();
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outColor = texture(diffuseMap, texCoord);
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outColor *= texture(occlusionMap, (vec2(ao_square, 0)+fract(fragTileTexCoord))/vec2(256, 1));
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outColor.a = 1;
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//uint bit = uint(fragTileTexCoord * 32);
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//outColor.g = (((uint(quadWidth) >> bit) & uint(1)) == uint(1)) ?
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// ((bit % uint(2) == uint(0)) ? 1.0 : 0.8):
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// ((bit % uint(2) == uint(0)) ? 0.0 : 0.2);
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}
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