Add some cool shaders

This commit is contained in:
2025-02-04 13:18:53 +01:00
parent b63b7a7d09
commit f798182163
4 changed files with 98 additions and 33 deletions

View File

@ -1,23 +1,25 @@
shader_type spatial;
render_mode cull_front, unshaded;
@shader_type spatial;
@render_mode unshaded;
uniform vec4 outline_color : source_color;
uniform float outline_width = 1.0;
void vertex() {
vec4 clip_position = PROJECTION_MATRIX * (MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
vec3 clip_normal = mat3(PROJECTION_MATRIX) * (mat3(MODELVIEW_MATRIX) * NORMAL);
vec2 offset = normalize(clip_normal.xy) / VIEWPORT_SIZE * clip_position.w * outline_width * 2.0;
clip_position.xy += offset;
POSITION = clip_position;
}
@uniform sampler2D albedo_texture;
@uniform vec3 light_color = vec3(1.0, 1.0, 1.0);
@uniform float outline_width = 0.05;
@uniform vec3 outline_color = vec3(0.0, 0.0, 0.0);
void fragment() {
ALBEDO = outline_color.rgb;
if (outline_color.a < 1.0) {
ALPHA = outline_color.a;
}
}
// Fake directional light
vec3 light_dir = normalize(vec3(0.5, 1.0, -0.5));
vec3 norm = normalize(NORMAL);
float intensity = dot(norm, light_dir);
// Cel shading - Quantized lighting steps
float shade = step(0.1, intensity) * 0.3 +
step(0.3, intensity) * 0.4 +
step(0.6, intensity) * 0.3;
// Sample texture and apply shading
vec4 tex_color = texture(albedo_texture, UV);
vec3 final_color = tex_color.rgb * shade * light_color;
ALBEDO = final_color;
}