veloren/assets/voxygen/shaders/particle-frag.glsl
Joshua Barretto 2237500743 Clouds
2020-10-21 21:05:25 +00:00

82 lines
2.6 KiB
GLSL

#version 330 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#define HAS_SHADOW_MAPS
#include <globals.glsl>
in vec3 f_pos;
flat in vec3 f_norm;
in vec4 f_col;
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
#include <lod.glsl>
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, 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);
vec3 k_d = vec3(1.0);
vec3 k_s = vec3(R_s);
vec3 emitted_light, reflected_light;
// To account for prior saturation.
float max_light = 0.0;
max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
max_light += lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, 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);
tgt_color = vec4(surf_color, f_col.a);
}