veloren/assets/voxygen/shaders/fluid-frag/shiny.glsl

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#version 330 core
// https://www.shadertoy.com/view/XdsyWf
#include <globals.glsl>
#include <random.glsl>
in vec3 f_pos;
flat in uint f_pos_norm;
in vec3 f_col;
in float f_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
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float load_time;
};
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uniform sampler2D t_waves;
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
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#include <lod.glsl>
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vec3 warp_normal(vec3 norm, vec3 pos, float time) {
return normalize(norm
+ smooth_rand(pos * 1.0, time * 1.0) * 0.05
+ smooth_rand(pos * 0.25, time * 0.25) * 0.1);
}
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float wave_height(vec3 pos) {
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float timer = tick.x * 0.75;
pos *= 0.5;
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vec3 big_warp = (
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texture(t_waves, fract(pos.xy * 0.03 + timer * 0.01)).xyz * 0.5 +
texture(t_waves, fract(pos.yx * 0.03 - timer * 0.01)).xyz * 0.5 +
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vec3(0)
);
vec3 warp = (
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texture(t_noise, fract(pos.yx * 0.1 + timer * 0.02)).xyz * 0.3 +
texture(t_noise, fract(pos.yx * 0.1 - timer * 0.02)).xyz * 0.3 +
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vec3(0)
);
float height = (
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(texture(t_noise, pos.xy * 0.03 + big_warp.xy + timer * 0.05).y - 0.5) * 1.0 +
(texture(t_noise, pos.yx * 0.03 + big_warp.yx - timer * 0.05).y - 0.5) * 1.0 +
(texture(t_waves, pos.xy * 0.1 + warp.xy + timer * 0.1).x - 0.5) * 0.5 +
(texture(t_waves, pos.yx * 0.1 + warp.yx - timer * 0.1).x - 0.5) * 0.5 +
(texture(t_noise, pos.yx * 0.3 + warp.xy * 0.5 + timer * 0.1).x - 0.5) * 0.2 +
(texture(t_noise, pos.yx * 0.3 + warp.yx * 0.5 - timer * 0.1).x - 0.5) * 0.2 +
(texture(t_noise, pos.yx * 1.0 + warp.yx * 0.0 - timer * 0.1).x - 0.5) * 0.05 +
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0.0
);
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return pow(abs(height), 0.5) * sign(height) * 10.5;
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}
void main() {
// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (f_pos_norm >> 30) & 0x3u;
// Increase array access by 3 to access positive values
uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
// Use an array to avoid conditional branching
vec3 f_norm = normals[norm_axis + norm_dir];
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0);
// vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/);
vec3 view_dir = -cam_to_frag;
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float frag_dist = length(f_pos - cam_pos.xyz);
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vec3 b_norm;
if (f_norm.z > 0.0) {
b_norm = vec3(1, 0, 0);
} else if (f_norm.x > 0.0) {
b_norm = vec3(0, 1, 0);
} else {
b_norm = vec3(0, 0, 1);
}
vec3 c_norm = cross(f_norm, b_norm);
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float wave00 = wave_height(f_pos);
float wave10 = wave_height(f_pos + vec3(0.1, 0, 0));
float wave01 = wave_height(f_pos + vec3(0, 0.1, 0));
float slope = abs(wave00 - wave10) * abs(wave00 - wave01);
vec3 nmap = vec3(
-(wave10 - wave00) / 0.1,
-(wave01 - wave00) / 0.1,
0.1 / slope
);
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nmap = mix(f_norm, normalize(nmap), min(1.0 / pow(frag_dist, 0.75), 1));
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vec3 norm = vec3(0, 0, 1) * nmap.z + b_norm * nmap.x + c_norm * nmap.y;
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vec4 _clouds;
vec3 reflect_ray_dir = reflect(cam_to_frag/*-view_dir*/, norm);
/* vec4 reflect_ray_dir4 = view_mat * vec4(reflect_ray_dir, 1.0);
reflect_ray_dir = normalize(vec3(reflect_ray_dir4) / reflect_ray_dir4.w); */
// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// Squared to account for prior saturation.
float f_light = pow(f_light, 1.5);
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vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light;
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/*const */vec3 water_color = srgb_to_linear(vec3(0.2, 0.5, 1.0));
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vec3 sun_dir = get_sun_dir(time_of_day.x);
vec3 moon_dir = get_moon_dir(time_of_day.x);
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float f_alt = alt_at(f_pos.xy);
vec4 f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
float moon_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, moon_dir);
// float sun_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, sun_dir);
// float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir);
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float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
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const float alpha = 0.255/*/ / 4.0*//* / 4.0 / sqrt(2.0)*/;
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const float n2 = 1.3325;
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const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2);
const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
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vec3 k_a = vec3(1.0);
vec3 k_d = vec3(1.0);
vec3 k_s = vec3(R_s);//2.0 * reflect_color;
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vec3 emitted_light, reflected_light;
// vec3 light, diffuse_light, ambient_light;
float point_shadow = shadow_at(f_pos, f_norm);
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// vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
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// 0 = 100% reflection, 1 = translucent water
float passthrough = /*pow(*/dot(faceforward(f_norm, f_norm, cam_to_frag/*view_dir*/), -cam_to_frag/*view_dir*/)/*, 0.5)*/;
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float max_light = 0.0;
max_light += get_sun_diffuse2(norm, /*time_of_day.x*/sun_dir, moon_dir, view_dir, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, vec3(0.0), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s, alpha, emitted_light, reflected_light);
reflected_light *= reflect_color * f_light * point_shadow * shade_frac;
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emitted_light *= f_light * point_shadow * max(shade_frac, MIN_SHADOW);
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max_light *= f_light * point_shadow * shade_frac;
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vec3 diffuse_light_point = vec3(0.0);
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max_light += lights_at(f_pos, norm, view_dir, k_a, vec3(1.0), /*vec3(0.0)*/k_s, alpha, emitted_light, diffuse_light_point);
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vec3 dump_light = vec3(0.0);
vec3 specular_light_point = vec3(0.0);
lights_at(f_pos, norm, view_dir, vec3(0.0), vec3(0.0), /*vec3(1.0)*/k_s, alpha, dump_light, specular_light_point);
diffuse_light_point -= specular_light_point;
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float reflected_light_point = /*length*/(diffuse_light_point.r) + f_light * point_shadow;
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reflected_light += reflect_color * k_d * (diffuse_light_point + f_light * point_shadow * shade_frac) + reflect_color * specular_light_point;
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/* vec3 point_light = light_at(f_pos, norm);
emitted_light += point_light;
reflected_light += point_light; */
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// get_sun_diffuse(norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0);
// diffuse_light *= f_light * point_shadow;
// ambient_light *= f_light * point_shadow;
// vec3 point_light = light_at(f_pos, norm);
// light += point_light;
// diffuse_light += point_light;
// reflected_light += point_light;
// vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)) * light * diffuse_light * ambient_light;
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vec3 surf_color = illuminate(max_light, water_color * emitted_light, reflected_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec4 clouds;
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vec3 fog_color = get_sky_color(cam_to_frag/*-view_dir*/, time_of_day.x, cam_pos.xyz, f_pos, 0.25, true, clouds);
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// vec3 reflect_ray_dir = reflect(cam_to_frag, norm);
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// Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water
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// reflect_ray_dir.z = max(reflect_ray_dir.z, 0.01);
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// vec4 _clouds;
// vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light;
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// Tint
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// reflect_color = mix(reflect_color, surf_color, 0.6);
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// vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(f_light * point_shadow + point_light) * 0.25)), passthrough);
// vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(/*f_light * point_shadow*/f_light * point_shadow + reflected_light_point/* + point_light*//*reflected_light*/) * 0.25)), passthrough);
// vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 0.0), passthrough);
//vec4 color = vec4(surf_color, 1.0);
// vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point/* + point_light*//*reflected_light*/))), passthrough);
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vec4 color = vec4(surf_color, mix(1.0, 1.0 / (1.0 + /*0.25 * *//*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point)), passthrough));
/* reflect_color = reflect_color * 0.5 * (diffuse_light + ambient_light);
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// 0 = 100% reflection, 1 = translucent water
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float passthrough = dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag);
vec4 color = mix(vec4(reflect_color, 1.0), vec4(vec3(0), 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); */
tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a);
}