#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 = 1) flat in vec3 f_norm; layout(location = 2) in vec4 f_col; layout(location = 3) in float f_reflect; layout(location = 0) out vec4 tgt_color; #include #include #include const float FADE_DIST = 32.0; 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; 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); 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) * f_reflect; vec3 k_d = vec3(1.0) * f_reflect; vec3 k_s = vec3(R_s) * f_reflect; 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); // Allow particles to glow at night // TODO: Not this emitted_light += max(f_col.rgb - 1.0, vec3(0)); surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light * f_reflect); // Temporarily disable particle transparency to avoid artifacts tgt_color = vec4(surf_color, 1.0 /*f_col.a*/); }