diff --git a/assets/voxygen/shaders/lod-object-frag.glsl b/assets/voxygen/shaders/lod-object-frag.glsl new file mode 100644 index 0000000000..dc87f56db0 --- /dev/null +++ b/assets/voxygen/shaders/lod-object-frag.glsl @@ -0,0 +1,101 @@ +#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 + +#include + +layout(location = 0) in vec3 f_pos; +layout(location = 1) flat in vec3 f_norm; +layout(location = 2) in vec4 f_col; + +layout(location = 0) out vec4 tgt_color; + +#include +#include +#include + +const float FADE_DIST = 32.0; + +void main() { + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col.rgb, 1.0), 1); + return; + #endif + + 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; + + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac); + + vec3 surf_color = f_col.rgb; + 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); + + surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light); + + // Temporarily disable particle transparency to avoid artifacts + tgt_color = vec4(surf_color, 1.0 /*f_col.a*/); +} diff --git a/assets/voxygen/shaders/lod-object-vert.glsl b/assets/voxygen/shaders/lod-object-vert.glsl index d585640c04..66ca50cb1a 100644 --- a/assets/voxygen/shaders/lod-object-vert.glsl +++ b/assets/voxygen/shaders/lod-object-vert.glsl @@ -25,7 +25,6 @@ layout(location = 3) in vec3 inst_pos; layout(location = 0) out vec3 f_pos; layout(location = 1) out vec3 f_norm; layout(location = 2) out vec4 f_col; -layout(location = 3) out float f_reflect; void main() { f_pos = inst_pos + v_pos - focus_off.xyz; @@ -34,8 +33,7 @@ void main() { f_pos.z -= pull_down; f_norm = v_norm; - f_col = vec4(vec3(0, 0.2, 0), 1.0);//vec4(v_col, 1.0); - f_reflect = 1.0; + f_col = vec4(vec3(0, 0.025, 0.015), 1.0);//vec4(v_col, 1.0); gl_Position = all_mat * diff --git a/common/src/lod.rs b/common/src/lod.rs index 3ccc344c4e..449d55010a 100644 --- a/common/src/lod.rs +++ b/common/src/lod.rs @@ -7,7 +7,7 @@ use crate::{ }; // In chunks -pub const ZONE_SIZE: u32 = 64; +pub const ZONE_SIZE: u32 = 32; #[derive(Copy, Clone, Hash, PartialEq, Eq, Debug, Serialize, Deserialize, EnumIter)] #[repr(u16)] diff --git a/voxygen/src/render/renderer/pipeline_creation.rs b/voxygen/src/render/renderer/pipeline_creation.rs index 3311cab115..de250809a2 100644 --- a/voxygen/src/render/renderer/pipeline_creation.rs +++ b/voxygen/src/render/renderer/pipeline_creation.rs @@ -110,6 +110,7 @@ struct ShaderModules { sprite_vert: wgpu::ShaderModule, sprite_frag: wgpu::ShaderModule, lod_object_vert: wgpu::ShaderModule, + lod_object_frag: wgpu::ShaderModule, particle_vert: wgpu::ShaderModule, particle_frag: wgpu::ShaderModule, trail_vert: wgpu::ShaderModule, @@ -298,6 +299,7 @@ impl ShaderModules { sprite_vert: create_shader("sprite-vert", ShaderKind::Vertex)?, sprite_frag: create_shader("sprite-frag", ShaderKind::Fragment)?, lod_object_vert: create_shader("lod-object-vert", ShaderKind::Vertex)?, + lod_object_frag: create_shader("lod-object-frag", ShaderKind::Fragment)?, particle_vert: create_shader("particle-vert", ShaderKind::Vertex)?, particle_frag: create_shader("particle-frag", ShaderKind::Fragment)?, trail_vert: create_shader("trail-vert", ShaderKind::Vertex)?, @@ -559,7 +561,7 @@ fn create_ingame_and_shadow_pipelines( lod_object::LodObjectPipeline::new( device, &shaders.lod_object_vert, - &shaders.particle_frag, + &shaders.lod_object_frag, &layouts.global, pipeline_modes.aa, ) diff --git a/voxygen/src/render/renderer/shaders.rs b/voxygen/src/render/renderer/shaders.rs index 0863866175..8bbf85ba75 100644 --- a/voxygen/src/render/renderer/shaders.rs +++ b/voxygen/src/render/renderer/shaders.rs @@ -62,6 +62,7 @@ impl assets::Compound for Shaders { "sprite-vert", "sprite-frag", "lod-object-vert", + "lod-object-frag", "particle-vert", "particle-frag", "trail-vert",