#version 420 core #define HAS_SHADOW_MAPS #include #include #include #include #include #include layout (location = 0) in vec4 f_color; layout (location = 1) in vec3 f_pos; layout (location = 2) in vec3 f_norm; layout (std140, set = 2, binding = 0) uniform u_locals { vec4 w_pos; vec4 w_color; }; layout(set = 2, binding = 0) uniform texture2D t_col_light; layout(set = 2, binding = 1) uniform sampler s_col_light; layout(location = 0) out vec4 tgt_color; layout(location = 1) out uvec4 tgt_mat; void main() { 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_color.xyz; 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(0.8); vec3 k_s = vec3(R_s); 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); vec3 emitted_light = vec3(1); vec3 reflected_light = vec3(1); 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); float point_shadow = shadow_at(f_pos, f_norm); reflected_light *= point_shadow; emitted_light *= point_shadow; surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light * 1.0); tgt_color = vec4(surf_color, f_color.a); tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE); }