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134 lines
4.6 KiB
GLSL
134 lines
4.6 KiB
GLSL
#version 420 core
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#include <constants.glsl>
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#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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// Must come before includes
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#define IS_POSTPROCESS
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#include <globals.glsl>
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// Note: The sampler uniform is declared here because it differs for MSAA
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#include <anti-aliasing.glsl>
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#include <srgb.glsl>
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#include <cloud.glsl>
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#include <light.glsl>
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// This *MUST* come after `cloud.glsl`: it contains a function that depends on `cloud.glsl` when clouds are enabled
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#include <point_glow.glsl>
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layout(set = 2, binding = 0)
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uniform texture2D t_src_color;
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layout(set = 2, binding = 1)
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uniform sampler s_src_color;
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layout(set = 2, binding = 2)
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uniform texture2D t_src_depth;
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layout(set = 2, binding = 3)
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uniform sampler s_src_depth;
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layout(location = 0) in vec2 uv;
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layout (std140, set = 2, binding = 4)
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uniform u_locals {
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mat4 all_mat_inv;
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};
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layout(location = 0) out vec4 tgt_color;
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vec3 wpos_at(vec2 uv) {
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float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x;
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vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0);
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vec4 view_space = all_mat_inv * clip_space;
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view_space /= view_space.w;
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if (buf_depth == 0.0) {
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vec3 direction = normalize(view_space.xyz);
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return direction.xyz * 524288.0625 + cam_pos.xyz;
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} else {
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return view_space.xyz;
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}
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}
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void main() {
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vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(color.rgb, 1);
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return;
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#endif
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vec3 wpos = wpos_at(uv);
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float dist = distance(wpos, cam_pos.xyz);
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vec3 dir = (wpos - cam_pos.xyz) / dist;
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// Apply clouds
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float cloud_blend = 1.0;
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if (color.a < 1.0) {
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cloud_blend = 1.0 - color.a;
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dist = DIST_CAP;
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}
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color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
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#if (CLOUD_MODE == CLOUD_MODE_NONE)
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color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb);
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#else
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if (medium.x == MEDIUM_AIR && rain_density > 0.001) {
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vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
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vec3 adjusted_dir = (vec4(dir, 0) * rain_dir_mat).xyz;
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vec2 dir2d = adjusted_dir.xy;
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vec3 rorigin = cam_pos.xyz + focus_off.xyz + 0.5;
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vec3 rpos = vec3(0.0);
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float t = 0.0;
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const float PLANCK = 0.01;
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for (int i = 0; i < 14 /* log2(64) * 2 + 2 */; i ++) {
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float scale = min(pow(2, ceil(t / 2.0)), 32);
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vec2 deltas = (step(vec2(0), dir2d) - fract(rpos.xy / scale + 100.0)) / dir2d;
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float jump = max(min(deltas.x, deltas.y) * scale, PLANCK);
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t += jump;
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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if (t >= 64.0) { break; }
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#else
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if (t >= 16.0) { break; }
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#endif
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rpos = rorigin + adjusted_dir * t;
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vec2 diff = abs(round(rpos.xy) - rpos.xy);
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vec3 wall_pos = vec3((diff.x > diff.y) ? rpos.xy : rpos.yx, rpos.z + integrated_rain_vel);
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wall_pos.xz *= vec2(4, 0.3);
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wall_pos.z += hash_two(uvec2(wall_pos.xy + vec2(0, 0.5)));
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float depth_adjust = fract(hash_two(uvec2(wall_pos.xz) + 500u));
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float wpos_dist = t - jump * depth_adjust;
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vec3 wpos = cam_pos.xyz + dir * wpos_dist;
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if (wpos_dist > dist) { break; }
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if (length((fract(wall_pos.xz) - 0.5)) < 0.1 + pow(max(0.0, wpos_dist - (dist - 0.25)) / 0.25, 4.0) * 0.2) {
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float density = rain_density * rain_occlusion_at(wpos);
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if (fract(hash_two(uvec2(wall_pos.xz) + 1000u)) >= density) { continue; }
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float alpha = 0.5 * clamp((wpos_dist - 1.0) * 0.5, 0.0, 1.0);
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float light = dot(color.rgb, vec3(1)) + 0.05 + (get_sun_brightness() + get_moon_brightness()) * 0.2;
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color.rgb = mix(color.rgb, vec3(0.3, 0.35, 0.5) * light, alpha);
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}
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}
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}
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#endif
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tgt_color = vec4(color.rgb, 1);
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}
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