mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
91 lines
3.4 KiB
GLSL
91 lines
3.4 KiB
GLSL
#version 420 core
|
|
|
|
#include <constants.glsl>
|
|
|
|
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
|
|
|
|
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
|
|
|
|
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
|
|
|
|
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
|
|
|
|
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
|
|
|
|
#define HAS_SHADOW_MAPS
|
|
|
|
#include <globals.glsl>
|
|
|
|
layout(location = 0) in vec3 f_pos;
|
|
layout(location = 1) flat in vec3 f_norm;
|
|
layout(location = 2) in vec4 f_col;
|
|
layout(location = 3) in float f_reflect;
|
|
|
|
layout(location = 0) out vec4 tgt_color;
|
|
|
|
#include <sky.glsl>
|
|
#include <light.glsl>
|
|
#include <lod.glsl>
|
|
|
|
const float FADE_DIST = 32.0;
|
|
|
|
void main() {
|
|
vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
|
|
vec3 view_dir = -cam_to_frag;
|
|
|
|
#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY)
|
|
float f_alt = alt_at(f_pos.xy);
|
|
#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP)
|
|
float f_alt = f_pos.z;
|
|
#endif
|
|
|
|
#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP)
|
|
vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy));
|
|
float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
|
|
#elif (SHADOW_MODE == SHADOW_MODE_NONE)
|
|
float sun_shade_frac = 1.0;
|
|
#endif
|
|
float moon_shade_frac = 1.0;
|
|
|
|
float point_shadow = shadow_at(f_pos, f_norm);
|
|
DirectionalLight sun_info = get_sun_info(sun_dir, point_shadow * sun_shade_frac, f_pos);
|
|
DirectionalLight moon_info = get_moon_info(moon_dir, point_shadow * moon_shade_frac);
|
|
|
|
vec3 surf_color = f_col.rgb;
|
|
float alpha = 1.0;
|
|
const float n2 = 1.5;
|
|
const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
|
|
const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2);
|
|
const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
|
|
const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
|
|
float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
|
|
|
|
vec3 k_a = vec3(1.0) * f_reflect;
|
|
vec3 k_d = vec3(1.0) * f_reflect;
|
|
vec3 k_s = vec3(R_s) * f_reflect;
|
|
|
|
vec3 emitted_light, reflected_light;
|
|
|
|
// This is a bit of a hack. Because we can't find the volumetric lighting of each particle (they don't talk to the
|
|
// CPU) we need to some how find an approximation of how much the sun is blocked. We do this by fading out the sun
|
|
// as the particle moves underground. This isn't perfect, but it does at least mean that particles don't look like
|
|
// they're exposed to the sun when in dungeons
|
|
const float SUN_FADEOUT_DIST = 20.0;
|
|
sun_info.block *= clamp((f_pos.z - f_alt) / SUN_FADEOUT_DIST + 1, 0, 1);
|
|
|
|
// To account for prior saturation.
|
|
float max_light = 0.0;
|
|
max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
|
|
|
|
max_light += lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
|
|
|
|
// Allow particles to glow at night
|
|
// TODO: Not this
|
|
emitted_light += max(f_col.rgb - 1.0, vec3(0));
|
|
|
|
surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light * f_reflect);
|
|
|
|
// Temporarily disable particle transparency to avoid artifacts
|
|
tgt_color = vec4(surf_color, 1.0 /*f_col.a*/);
|
|
}
|