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139 lines
5.5 KiB
GLSL
139 lines
5.5 KiB
GLSL
#version 400 core
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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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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#define HAS_SHADOW_MAPS
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#include <globals.glsl>
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in vec3 f_pos;
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in vec3 f_col;
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in float f_ao;
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flat in vec3 f_norm;
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// in float f_alt;
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// in vec4 f_shadow;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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// bit 0 - is player
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// bit 1-31 - unused
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int flags;
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};
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struct BoneData {
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mat4 bone_mat;
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};
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layout (std140)
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uniform u_bones {
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BoneData bones[16];
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};
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#include <sky.glsl>
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#include <light.glsl>
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#include <lod.glsl>
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out vec4 tgt_color;
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void main() {
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0);
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// vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/);
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vec3 view_dir = -cam_to_frag;
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vec3 sun_dir = get_sun_dir(time_of_day.x);
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vec3 moon_dir = get_moon_dir(time_of_day.x);
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// float sun_light = get_sun_brightness(sun_dir);
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// float moon_light = get_moon_brightness(moon_dir);
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/* float sun_shade_frac = horizon_at(f_pos, sun_dir);
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float moon_shade_frac = horizon_at(f_pos, moon_dir); */
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float f_alt = alt_at(f_pos.xy);
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vec4 f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
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float moon_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, moon_dir);
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// Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
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// Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
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// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5);
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// NOTE: current assumption is that moon and sun shouldn't be out at the sae time.
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// This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow
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// for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally).
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float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
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vec3 surf_color = /*srgb_to_linear*/(model_col.rgb * f_col);
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float alpha = 1.0;
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const float n2 = 1.5;
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const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
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const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2);
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const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
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const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
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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);
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vec3 k_a = vec3(1.0);
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vec3 k_d = vec3(1.0);
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vec3 k_s = vec3(R_s);
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vec3 emitted_light, reflected_light;
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float point_shadow = shadow_at(f_pos, f_norm);
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// vec3 light_frac = /*vec3(1.0);*//*vec3(max(dot(f_norm, -sun_dir) * 0.5 + 0.5, 0.0));*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
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// vec3 point_light = light_at(f_pos, f_norm);
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// vec3 light, diffuse_light, ambient_light;
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//get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
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float max_light = 0.0;
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max_light += get_sun_diffuse2(f_norm, sun_dir, moon_dir, view_dir, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, emitted_light, reflected_light);
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reflected_light *= point_shadow * shade_frac;
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emitted_light *= point_shadow * max(shade_frac, MIN_SHADOW);
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max_light *= point_shadow * shade_frac;
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max_light += lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
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float ao = /*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15;
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reflected_light *= ao;
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emitted_light *= ao;
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/* vec3 point_light = light_at(f_pos, f_norm);
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emitted_light += point_light;
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reflected_light += point_light; */
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// get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 2.0, emitted_light, reflected_light);
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// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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// diffuse_light *= point_shadow;
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// ambient_light *= point_shadow;
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// vec3 point_light = light_at(f_pos, f_norm);
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// light += point_light;
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// diffuse_light += point_light;
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// reflected_light += point_light;
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// vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light);
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec4 clouds;
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vec3 fog_color = get_sky_color(cam_to_frag/*view_dir*/, time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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if ((flags & 1) == 1 && int(cam_mode) == 1) {
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float distance = distance(vec3(cam_pos), vec3(model_mat * vec4(vec3(0), 1))) - 2;
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float opacity = clamp(distance / distance_divider, 0, 1);
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if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
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discard;
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return;
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}
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}
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tgt_color = vec4(color, 1.0);
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}
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