2019-01-14 23:13:58 +00:00
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#version 330 core
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2019-05-12 09:10:13 +00:00
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#include <globals.glsl>
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2020-04-20 19:18:51 +00:00
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#include <random.glsl>
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2019-05-12 09:10:13 +00:00
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2019-01-14 23:13:58 +00:00
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in vec3 f_pos;
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2019-10-16 14:05:45 +00:00
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flat in uint f_pos_norm;
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2019-01-14 23:13:58 +00:00
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in vec3 f_col;
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2019-05-31 20:37:11 +00:00
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in float f_light;
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2020-04-16 13:42:20 +00:00
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in float f_ao;
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2019-01-14 23:13:58 +00:00
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layout (std140)
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uniform u_locals {
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vec3 model_offs;
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2019-09-24 15:43:51 +00:00
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float load_time;
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2019-01-14 23:13:58 +00:00
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};
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out vec4 tgt_color;
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2019-07-21 15:04:36 +00:00
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#include <sky.glsl>
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#include <light.glsl>
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2020-04-17 20:58:36 +00:00
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float vmin(vec3 v) {
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return min(v.x, min(v.y, v.z));
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}
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2019-01-14 23:13:58 +00:00
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void main() {
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2019-10-16 14:05:45 +00:00
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// First 3 normals are negative, next 3 are positive
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2020-01-19 18:27:03 +00:00
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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));
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2019-10-16 14:05:45 +00:00
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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2019-11-19 13:20:20 +00:00
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vec3 f_norm = normals[(f_pos_norm >> 29) & 0x7u];
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2019-10-16 14:05:45 +00:00
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2020-04-17 20:58:36 +00:00
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float ao = pow(f_ao, 0.5) * 0.9 + 0.1;
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2020-04-16 13:42:20 +00:00
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2019-09-24 09:01:50 +00:00
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vec3 light, diffuse_light, ambient_light;
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2019-10-08 11:07:10 +00:00
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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2019-09-25 12:00:00 +00:00
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float point_shadow = shadow_at(f_pos, f_norm);
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2020-04-16 13:42:20 +00:00
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diffuse_light *= point_shadow;
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ambient_light *= point_shadow;
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2019-09-24 09:01:50 +00:00
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vec3 point_light = light_at(f_pos, f_norm);
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light += point_light;
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2020-04-20 14:50:03 +00:00
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ambient_light *= f_light * ao;
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diffuse_light *= f_light * ao;
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2020-04-16 13:42:20 +00:00
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diffuse_light += point_light * ao;
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2020-04-20 19:18:51 +00:00
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2020-04-20 22:25:52 +00:00
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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
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2020-04-20 19:18:51 +00:00
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vec3 surf_color = illuminate(srgb_to_linear(col), light, diffuse_light, ambient_light);
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2019-06-05 13:13:24 +00:00
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2019-08-16 14:58:14 +00:00
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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2019-11-18 12:02:10 +00:00
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vec4 clouds;
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2019-11-19 08:37:54 +00:00
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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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2019-11-18 22:03:12 +00:00
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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2019-06-05 13:13:24 +00:00
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2019-06-05 15:22:06 +00:00
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tgt_color = vec4(color, 1.0);
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2019-01-14 23:13:58 +00:00
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}
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