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45 lines
1.4 KiB
GLSL
45 lines
1.4 KiB
GLSL
#version 430 core
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#if (FLUID_MODE == FLUID_MODE_LOW)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
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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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#define HAS_SHADOW_MAPS
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#include <globals.glsl>
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layout(location = 0) in vec3 f_pos;
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layout(location = 0) out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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#include <lod.glsl>
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const float FADE_DIST = 32.0;
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void main() {
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vec3 trail_color = vec3(.55, .92, 1.0);
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float trail_alpha = 0.05;
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// Controls how much light affects alpha variation. TODO: Maybe a better name?
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float light_variable = 0.075;
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// Make less faint at day (relative to night) by adding light to alpha. Probably hacky but looks fine.
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// TODO: Trails should also eventually account for shadows, nearby lights, attenuation of sunlight in water, and block based lighting. Note: many of these will require alternative methods that don't require a normal.
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trail_alpha += get_sun_brightness() * light_variable;
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tgt_color = vec4(trail_color, trail_alpha);
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}
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