veloren/assets/voxygen/shaders/terrain-frag.glsl

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#version 330 core
#include <globals.glsl>
#include <random.glsl>
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in vec3 f_pos;
flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
in float f_ao;
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layout (std140)
uniform u_locals {
vec3 model_offs;
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float load_time;
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};
out vec4 tgt_color;
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#include <sky.glsl>
#include <light.glsl>
float vmin(vec3 v) {
return min(v.x, min(v.y, v.z));
}
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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
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vec3 f_norm = normals[(f_pos_norm >> 29) & 0x7u];
float ao = pow(f_ao, 0.5) * 0.9 + 0.1;
vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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float point_shadow = shadow_at(f_pos, f_norm);
diffuse_light *= point_shadow;
ambient_light *= point_shadow;
vec3 point_light = light_at(f_pos, f_norm);
light += point_light;
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ambient_light *= f_light * ao;
diffuse_light *= f_light * ao;
diffuse_light += point_light * ao;
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vec3 col = f_col + hash(vec4(mod(floor(f_pos * 3.0), 100.0) * 10.0, 0)) * 0.02; // Small-scale noise
vec3 surf_color = illuminate(srgb_to_linear(col), light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec4 clouds;
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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tgt_color = vec4(color, 1.0);
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}