veloren/assets/voxygen/shaders/skybox-frag.glsl
2023-10-18 21:50:40 +01:00

62 lines
2.2 KiB
GLSL

#version 430 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
#if (FLUID_MODE == FLUID_MODE_LOW)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
#endif
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
#include <sky.glsl>
#include <lod.glsl>
layout(location = 0) in vec3 f_pos;
layout(location = 0) out vec4 tgt_color;
layout(location = 1) out uvec4 tgt_mat;
void main() {
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(get_sky_color(), 1);
return;
#endif
vec3 cam_dir = normalize(f_pos - cam_pos.xyz);
float cam_alt = alt_at(cam_pos.xy);
// float f_alt = alt_at(f_pos.xy);
float fluid_alt = medium.x == MEDIUM_WATER ? floor(cam_alt + 1) : view_distance.w;
// float fluid_alt = max(f_pos.z + 1, floor(f_alt));
vec3 mu = medium.x == MEDIUM_WATER /* && f_pos.z <= fluid_alt*/ ? MU_WATER : vec3(0.0);
// vec3 sun_attenuation = compute_attenuation(wpos, -sun_dir, mu, surface_alt, wpos);
vec3 cam_attenuation = compute_attenuation(cam_pos.xyz, -cam_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*//*f_pos*//*vec3(f_pos.xy, fluid_alt)*/cam_pos.xyz);
// vec3 cam_attenuation = compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, cam_pos.xyz);
// vec3 cam_attenuation = vec3(1.0);
/* vec3 world_pos = cam_pos.xyz + cam_dir * 500000.0;
tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, world_pos, 1.0, true, _clouds), 1.0); */
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
float dist = 100000.0;
float refractionIndex = medium.x == MEDIUM_WATER ? 1.0 / 1.3325 : 1.0;
/* if (medium.x == 1u) {
dist = UNDERWATER_MIST_DIST;
} */
vec3 wpos = cam_pos.xyz + /*normalize(f_pos)*/cam_dir * dist;
tgt_color = vec4(cam_attenuation * get_sky_color(normalize(f_pos), cam_pos.xyz, wpos, 1.0, true, refractionIndex, false, 1.0), 1.0);
tgt_mat = uvec4(uvec3(0), MAT_SKY);
}