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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-10 20:05:26 +01:00

Support array textures in shadow renderer (the lazy way)

This commit is contained in:
sfan5
2025-11-09 13:33:55 +01:00
parent c3790dd7af
commit 760b20504f
7 changed files with 108 additions and 65 deletions

View File

@@ -1,18 +1,22 @@
// FIXME missing array texture handling
uniform sampler2D ColorMapSampler;
#ifdef USE_ARRAY_TEXTURE
uniform mediump sampler2DArray baseTexture;
#else
uniform sampler2D baseTexture;
#endif
varying vec4 tPos;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
CENTROID_ VARYING_ mediump vec2 varTexCoord;
CENTROID_ VARYING_ float varTexLayer; // actually int
void main()
{
vec4 col = texture2D(ColorMapSampler, varTexCoord);
// FIXME: magic number???
if (col.a < 0.70)
#ifdef USE_ARRAY_TEXTURE
vec4 base = texture(baseTexture, vec3(varTexCoord, varTexLayer)).rgba;
#else
vec4 base = texture2D(baseTexture, varTexCoord).rgba;
#endif
// (this totally ignores the node's alpha mode)
if (base.a < 0.70)
discard;
float depth = 0.5 + tPos.z * 0.5;

View File

@@ -6,11 +6,8 @@ uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
CENTROID_ VARYING_ mediump vec2 varTexCoord;
CENTROID_ VARYING_ float varTexLayer; // actually int
vec4 getRelativePosition(in vec4 position)
{
@@ -45,5 +42,9 @@ void main()
tPos = applyPerspectiveDistortion(pos);
gl_Position = vec4(tPos.xyz, 1.0);
varTexCoord = (mTexture * vec4(inTexCoord0.xy, 0.0, 1.0)).xy;
varTexCoord = (mTexture * vec4(inTexCoord0.xy, 1.0, 1.0)).st;
#ifdef USE_ARRAY_TEXTURE
varTexLayer = inVertexAux;
#endif
}