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62 lines
2.0 KiB
GLSL
62 lines
2.0 KiB
GLSL
#version 330 core
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
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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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#include <globals.glsl>
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#include <sky.glsl>
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#include <lod.glsl>
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in vec3 f_pos;
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layout (std140)
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uniform u_locals {
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vec4 nul;
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};
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out vec4 tgt_color;
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void main() {
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vec4 _clouds;
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vec3 cam_dir = normalize(f_pos - cam_pos.xyz);
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float cam_alt = alt_at(cam_pos.xy);
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// float f_alt = alt_at(f_pos.xy);
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float fluid_alt = medium.x == 1u ? floor(cam_alt + 1) : view_distance.w;
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// float fluid_alt = max(f_pos.z + 1, floor(f_alt));
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vec3 mu = medium.x == 1u /* && f_pos.z <= fluid_alt*/ ? MU_WATER : vec3(0.0);
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// vec3 sun_attenuation = compute_attenuation(wpos, -sun_dir, mu, surface_alt, wpos);
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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);
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// vec3 cam_attenuation = compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, cam_pos.xyz);
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// vec3 cam_attenuation = vec3(1.0);
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/* vec3 world_pos = cam_pos.xyz + cam_dir * 500000.0;
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tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, world_pos, 1.0, true, _clouds), 1.0); */
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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float dist = 100000.0;
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float refractionIndex = medium.x == 1u ? 1.0 / 1.3325 : 1.0;
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/* if (medium.x == 1u) {
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dist = UNDERWATER_MIST_DIST;
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} */
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vec3 wpos = cam_pos.xyz + /*normalize(f_pos)*/cam_dir * dist;
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tgt_color = vec4(cam_attenuation * get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, wpos, 1.0, true, refractionIndex, _clouds), 1.0);
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}
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