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57 lines
1.8 KiB
GLSL
57 lines
1.8 KiB
GLSL
#version 330 core
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#include <globals.glsl>
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#include <random.glsl>
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in vec3 f_pos;
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flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
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layout (std140)
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uniform u_locals {
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vec3 model_offs;
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float load_time;
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};
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uniform sampler2D t_waves;
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out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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void main() {
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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vec3 f_norm = normals[norm_axis + norm_dir];
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0);
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float point_shadow = shadow_at(f_pos,f_norm);
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diffuse_light *= f_light * point_shadow;
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ambient_light *= f_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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vec3 surf_color = srgb_to_linear(vec3(0.4, 0.7, 2.0)) * light * diffuse_light * ambient_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(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.25, true, clouds);
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float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.5);
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vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + diffuse_light * 0.25)), passthrough);
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tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a);
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}
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