#version 420 core #include #define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR #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 // Must come before includes #define IS_POSTPROCESS #include // Note: The sampler uniform is declared here because it differs for MSAA #include #include #include #include // This *MUST* come after `cloud.glsl`: it contains a function that depends on `cloud.glsl` when clouds are enabled #include layout(set = 2, binding = 0) uniform texture2D t_src_color; layout(set = 2, binding = 1) uniform sampler s_src_color; layout(set = 2, binding = 2) uniform texture2D t_src_depth; layout(set = 2, binding = 3) uniform sampler s_src_depth; layout(location = 0) in vec2 uv; layout (std140, set = 2, binding = 4) uniform u_locals { mat4 all_mat_inv; }; layout(location = 0) out vec4 tgt_color; vec3 wpos_at(vec2 uv) { float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x; vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0); vec4 view_space = all_mat_inv * clip_space; view_space /= view_space.w; if (buf_depth == 0.0) { vec3 direction = normalize(view_space.xyz); return direction.xyz * 524288.0625 + cam_pos.xyz; } else { return view_space.xyz; } } void main() { vec4 color = texture(sampler2D(t_src_color, s_src_color), uv); color.rgb *= 0.25; #ifdef EXPERIMENTAL_BAREMINIMUM tgt_color = vec4(color.rgb, 1); return; #endif vec3 wpos = wpos_at(uv); float dist = distance(wpos, cam_pos.xyz); vec3 dir = (wpos - cam_pos.xyz) / dist; // Apply clouds float cloud_blend = 1.0; if (color.a < 1.0) { cloud_blend = 1.0 - color.a; dist = DIST_CAP; } color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend); #if (CLOUD_MODE == CLOUD_MODE_NONE) color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb); #else vec3 old_color = color.rgb; // normalized direction from the camera position to the fragment in world, transformed by the relative rain direction dir = (vec4(dir, 0) * rel_rain_dir_mat).xyz; // stretch z values as they move away from 0 float z = (-1 / (abs(dir.z) - 1) - 1) * sign(dir.z); // normalize xy to get a 2d direction vec2 dir_2d = normalize(dir.xy); // sort of map cylinder around the camera to 2d grid vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z); // compute camera position in the world vec3 cam_wpos = cam_pos.xyz + focus_off.xyz; // Rain density is now only based on the cameras current position. // This could be affected by a setting where rain_density_at is instead // called each iteration of the loop. With the current implementation // of rain_dir this has issues with being in a place where it doesn't rain // and seeing rain. float rain_density = rain_density * 1.0; if (medium.x == MEDIUM_AIR && rain_density > 0.0) { float rain_dist = 50.0; #if (CLOUD_MODE <= CLOUD_MODE_LOW) int iterations = 2; #elif (CLOUD_MODE == CLOUD_MODE_MEDIUM) int iterations = 3; #else int iterations = 4; #endif for (int i = 0; i < iterations; i ++) { float old_rain_dist = rain_dist; rain_dist *= 0.3; vec2 drop_density = vec2(30, 1); vec2 rain_pos = (view_pos * rain_dist); rain_pos.y += integrated_rain_vel; vec2 cell = floor(rain_pos * drop_density) / drop_density; float drop_depth = mix( old_rain_dist, rain_dist, fract(hash(fract(vec4(cell, rain_dist, 0) * 0.1))) ); vec3 rpos = vec3(vec2(dir_2d), view_pos.y) * drop_depth; float dist_to_rain = length(rpos); if (dist < dist_to_rain || cam_wpos.z + rpos.z > CLOUD_AVG_ALT) { continue; } if (dot(rpos * vec3(1, 1, 0.5), rpos) < 1.0) { break; } float rain_density = 10.0 * rain_density * rain_occlusion_at(cam_pos.xyz + rpos.xyz); if (rain_density < 0.001 || fract(hash(fract(vec4(cell, rain_dist, 0) * 0.01))) > rain_density) { continue; } vec2 near_drop = cell + (vec2(0.5) + (vec2(hash(vec4(cell, 0, 0)), 0.5) - 0.5) * vec2(2, 0)) / drop_density; vec2 drop_size = vec2(0.0008, 0.03); float avg_alpha = (drop_size.x * drop_size.y) * 10 / 1; float alpha = sign(max(1 - length((rain_pos - near_drop) / drop_size * 0.1), 0)); float light = sqrt(dot(old_color, vec3(1))) + (get_sun_brightness() + get_moon_brightness()) * 0.01; color.rgb = mix(color.rgb, vec3(0.3, 0.4, 0.5) * light, mix(avg_alpha, alpha, min(1000 / dist_to_rain, 1)) * 0.25); } } #endif tgt_color = vec4(color.rgb, 1); }