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3dviewer/shader/skirt.frag
lennlouisgeek 348e4130a3 update
2026-03-02 22:50:17 +08:00

83 lines
2.3 KiB
GLSL

#version 330 core
in vec3 vNormal;
in vec3 vWorldPos;
in vec3 vUV;
out vec4 FragColor;
uniform vec3 uCameraPos;
uniform vec3 uLightDir;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform vec2 uTexelSize;
uniform vec3 uColorZero;
uniform vec3 uColorLow;
uniform vec3 uColorMid;
uniform vec3 uColorHeigh;
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
float value01(float v) {
return saturate((v - uMinV) / max(uMaxV - uMinV, 1e-6));
}
vec3 colorRamp(float t) {
if (t < 0.5) {
return mix(uColorLow, uColorMid, t / 0.5);
}
return mix(uColorHeigh, uColorMid, (t - 0.5) / 0.5);
}
float maxNeighborValue(vec2 uv) {
vec2 texelSizeF = 1.0 / uTexelSize;
ivec2 texelSizeI = ivec2(max(1.0, floor(uTexelSize + 0.5)));
ivec2 maxCoord = texelSizeI - 1;
vec2 texelF = vec2(clamp(uv * maxCoord, vec2(0.0), vec2(maxCoord)));
ivec2 base = ivec2(floor(texelF));
ivec2 base10 = min(base + ivec2(1, 0), maxCoord);
ivec2 base01 = min(base + ivec2(0, 1), maxCoord);
ivec2 base11 = min(base + ivec2(1, 1), maxCoord);
float v00 = texelFetch(uColorHeigh, base, 0).r;
float v10 = texelFetch(uColorHeigh, base10, 0).r;
float v01 = texelFetch(uColorHeigh, base01, 0).r;
float v11 = texelFetch(uColorHeigh, base11, 0).r;
return max(max(v00, v10), max(v01, v11));
}
vec3 colorRampWithZero(float t) {
const float zeroW = 0.005;
float blend = smoothstep(0.0, zeroW, t);
float tRamp = saturate(t - zeroW) / max(1.0 - zeroW, 1e-6);
vec3 ramp = colorRamp(tRamp);
return mix(uColorZero, ramp, blend);
}
void main() {
vec3 N = normalize(vNormal);
vec3 L = normalize(uLightDir);
vec3 V = normalize(uCameraPos - vWorldPos);
vec3 H = normalize(L + V);
float diff = saturate(dot(N, L));
float spec = pow(saturate(dot(N, H)), 24.0);
float vC = texture(uHeightTex, vUV).r;
bool isZero = abs(vC) <= 1e-6;
float t = value01(vC);
float m = maxNeighborValue(vUV);
float eps = max(1e-4, 0.001 * (uMaxV - uMinV));
float force = smoothstep(uMaxV - eps, uMaxV, m);
t = max(t, force);
vec3 base = isZero ? uColorZero : colorRampWithZero(t);
vec3 col = base * (0.35 + 0.65 * diff);
col += vec3(1.0) * spec * 0.10;
FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}