veloren/assets/voxygen/shaders/clouds-frag.glsl
2022-07-04 18:07:03 +02:00

154 lines
5.1 KiB
GLSL

#version 420 core
#include <constants.glsl>
#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
#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
// Must come before includes
#define IS_POSTPROCESS
#include <globals.glsl>
// Note: The sampler uniform is declared here because it differs for MSAA
#include <anti-aliasing.glsl>
#include <srgb.glsl>
#include <cloud.glsl>
#include <light.glsl>
// This *MUST* come after `cloud.glsl`: it contains a function that depends on `cloud.glsl` when clouds are enabled
#include <point_glow.glsl>
layout(set = 1, binding = 0)
uniform texture2D t_src_color;
layout(set = 1, binding = 1)
uniform sampler s_src_color;
layout(set = 1, binding = 2)
uniform texture2D t_src_depth;
layout(set = 1, binding = 3)
uniform sampler s_src_depth;
layout(location = 0) in vec2 uv;
layout (std140, set = 1, binding = 4)
uniform u_locals {
mat4 proj_mat_inv;
mat4 view_mat_inv;
};
layout(location = 0) out vec4 tgt_color;
vec3 wpos_at(vec2 uv) {
float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x;
mat4 inv = view_mat_inv * proj_mat_inv;//inverse(all_mat);
vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0);
vec4 view_space = inv * clip_space;
view_space /= view_space.w;
if (buf_depth == 0.0) {
vec3 direction = normalize(view_space.xyz);
return direction.xyz * 524288.0625 + cam_pos.xyz;
} else {
return view_space.xyz;
}
}
mat4 spin_in_axis(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0,
0, 0, 0, 1);
}
void main() {
vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(color.rgb, 1);
return;
#endif
vec3 wpos = wpos_at(uv);
float dist = distance(wpos, cam_pos.xyz);
vec3 dir = (wpos - cam_pos.xyz) / dist;
// Apply clouds
float cloud_blend = 1.0;
if (color.a < 1.0) {
cloud_blend = 1.0 - color.a;
dist = DIST_CAP;
}
color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
#if (CLOUD_MODE == CLOUD_MODE_NONE)
color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb);
#endif
#ifdef EXPERIMENTAL_RAIN
vec3 old_color = color.rgb;
float fall_rate = 70.0;
dir.xy += wind_vel * dir.z / fall_rate * 0;
dir = normalize(dir);
float z = (-1 / (abs(dir.z) - 1) - 1) * sign(dir.z);
vec2 dir_2d = normalize(dir.xy);
vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
float rain_density = rain_density_at(cam_wpos.xy) * 10.0;
if (rain_density > 0) {
float rain_dist = 150.0;
for (int i = 0; i < 6; i ++) {
rain_dist *= 0.3;
vec3 rpos = vec3(vec2(dir_2d), view_pos.y) * rain_dist;
float dist_to_rain = length(rpos);
if (dist < dist_to_rain || cam_wpos.z + rpos.z > CLOUD_AVG_ALT) {
continue;
}
if (dot(rpos * vec3(1, 1, 0.3), rpos) < 1) {
break;
}
vec2 drop_density = vec2(30, 1);
vec2 drop_size = vec2(0.0008, 0.05);
vec2 rain_pos = (view_pos * rain_dist);
rain_pos += vec2(0, tick.x * fall_rate + cam_wpos.z);
vec2 cell = floor(rain_pos * drop_density) / drop_density;
if (fract(hash(fract(vec4(cell, rain_dist, 0) * 0.01))) > rain_density) {
continue;
}
vec2 near_drop = cell + (vec2(0.5) + (vec2(hash(vec4(cell, 0, 0)), 0.5) - 0.5) * vec2(2, 0)) / drop_density;
float avg_alpha = (drop_size.x * drop_size.y) * 10 / 1;
float alpha = sign(max(1 - length((rain_pos - near_drop) / drop_size * 0.1), 0));
float light = sqrt(dot(old_color, vec3(1))) + (get_sun_brightness() + get_moon_brightness()) * 0.01;
color.rgb = mix(color.rgb, vec3(0.3, 0.4, 0.5) * light, mix(avg_alpha, alpha, min(1000 / dist_to_rain, 1)) * 0.25);
}
}
#endif
tgt_color = vec4(color.rgb, 1);
}