diff --git a/assets/voxygen/shaders/trail-frag.glsl b/assets/voxygen/shaders/trail-frag.glsl index 5699f11d10..3f542c17c5 100644 --- a/assets/voxygen/shaders/trail-frag.glsl +++ b/assets/voxygen/shaders/trail-frag.glsl @@ -1,9 +1,108 @@ #version 420 core +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_CHEAP) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE == FLUID_MODE_SHINY) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include + layout(location = 0) in vec3 f_pos; layout(location = 0) out vec4 tgt_color; +#include +#include +#include + +const float FADE_DIST = 32.0; + void main() { - tgt_color = vec4(.55, .92, 1.0, .02); + vec3 trail_color = vec3(.55, .92, 1.0); + float trail_alpha = 0.01; + // Controls how much light affects alpha variation. TODO: Maybe a better name? + float light_variable = 0.25; + + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(trail_color, trail_alpha); + return; + #endif + + // Using this as norm seems to work, so... + vec3 f_norm = vec3(0, 0, -1); + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + vec3 view_dir = -cam_to_frag; + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0; +#endif + float moon_shade_frac = 1.0; + + float point_shadow = shadow_at(f_pos, f_norm); + DirectionalLight sun_info = get_sun_info(sun_dir, point_shadow * sun_shade_frac, f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, point_shadow * moon_shade_frac); + + float alpha = 1.0; + const float n2 = 1.5; + 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); + + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(R_s); + + vec3 emitted_light, reflected_light; + + // This is a bit of a hack. Because we can't find the volumetric lighting of each particle (they don't talk to the + // CPU) we need to some how find an approximation of how much the sun is blocked. We do this by fading out the sun + // as the particle moves underground. This isn't perfect, but it does at least mean that particles don't look like + // they're exposed to the sun when in dungeons + const float SUN_FADEOUT_DIST = 20.0; + sun_info.block *= clamp((f_pos.z - f_alt) / SUN_FADEOUT_DIST + 1, 0, 1); + + // To account for prior saturation. + float max_light = 0.0; + + vec3 cam_attenuation = vec3(1); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + #if (FLUID_MODE == FLUID_MODE_SHINY) + cam_attenuation = + medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos) + : compute_attenuation_point(f_pos, -view_dir, vec3(0), fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); + #endif + + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + // Make less faint at day (relative to night) by adding light to alpha. Probably hacky but looks fine. + trail_alpha += max_light * light_variable; + + tgt_color = vec4(trail_color, trail_alpha); } diff --git a/common/src/comp/ability.rs b/common/src/comp/ability.rs index 95f15f597a..a79eb54b6c 100644 --- a/common/src/comp/ability.rs +++ b/common/src/comp/ability.rs @@ -344,11 +344,11 @@ impl From for Ability { } } -#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)] /// A lighter form of character state to pass around as needed for frontend /// purposes // Only add to this enum as needed for frontends, not necessary to immediately // add a variant here when adding a new character state +#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)] pub enum CharacterAbilityType { BasicMelee(StageSection), BasicRanged,