#version 430 core #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #if (FLUID_MODE == FLUID_MODE_LOW) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #elif (FLUID_MODE >= FLUID_MODE_MEDIUM) #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 = 1) flat in vec3 f_norm; layout(location = 2) flat in float f_select; layout(location = 3) in vec2 f_uv_pos; layout(location = 4) in vec2 f_inst_light; 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; #include #include #include const float FADE_DIST = 32.0; void main() { float f_ao; uint material = 0xFFu; vec3 f_col = greedy_extract_col_light_figure(t_col_light, s_col_light, f_uv_pos, f_ao, material); #ifdef EXPERIMENTAL_BAREMINIMUM tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 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_MEDIUM) float f_alt = alt_at(f_pos.xy); #elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) float f_alt = f_pos.z; #endif #if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) vec4 f_shadow = textureMaybeBicubic(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; 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 = vec3(1); vec3 reflected_light = vec3(1); // Make voxel shadows block the sun and moon sun_info.block = f_inst_light.x; moon_info.block = f_inst_light.x; 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_MEDIUM) cam_attenuation = medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos) : compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); #endif // Prevent the sky affecting light when underground float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0); 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); emitted_light *= sun_info.block; reflected_light *= sun_info.block; 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); // TODO: Hack to add a small amount of underground ambient light to the scene reflected_light += vec3(0.01, 0.02, 0.03) * (1.0 - not_underground); vec3 glow = pow(f_inst_light.y, 3) * 4 * glow_light(f_pos); emitted_light += glow * cam_attenuation; float ao = f_ao; reflected_light *= ao; emitted_light *= ao; float point_shadow = shadow_at(f_pos, f_norm); reflected_light *= point_shadow; emitted_light *= point_shadow; // Apply emissive glow // For now, just make glowing material light be the same colour as the surface // TODO: Add a way to control this better outside the shaders if ((material & (1u << 0u)) > 0u) { emitted_light += 20 * surf_color; } surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light); surf_color += f_select * (surf_color + 0.1) * vec3(0.15, 0.15, 0.15); tgt_color = vec4(surf_color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1)); tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE); //tgt_color = vec4(-f_norm, 1.0); }