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74 lines
2.0 KiB
GLSL
74 lines
2.0 KiB
GLSL
#version 420 core
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#include <constants.glsl>
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#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
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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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// Note: The sampler uniform is declared here because it differs for MSAA
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#include <anti-aliasing.glsl>
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#include <srgb.glsl>
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#include <cloud.glsl>
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layout(set = 1, binding = 0)
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uniform texture2D t_src_color;
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layout(set = 1, binding = 1)
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uniform sampler s_src_color;
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layout(set = 1, binding = 2)
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uniform texture2D t_src_depth;
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layout(set = 1, binding = 3)
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uniform sampler s_src_depth;
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layout(location = 0) in vec2 uv;
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layout (std140, set = 1, binding = 4)
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uniform u_locals {
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mat4 proj_mat_inv;
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mat4 view_mat_inv;
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};
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layout(location = 0) out vec4 tgt_color;
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vec3 wpos_at(vec2 uv) {
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float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x;
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mat4 inv = view_mat_inv * proj_mat_inv;//inverse(all_mat);
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vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0);
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vec4 view_space = inv * clip_space;
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view_space /= view_space.w;
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if (buf_depth == 0.0) {
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vec3 direction = normalize(view_space.xyz);
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return direction.xyz * 524288.0625 + cam_pos.xyz;
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} else {
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return view_space.xyz;
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}
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}
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void main() {
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vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
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// Apply clouds
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#if (CLOUD_MODE != CLOUD_MODE_NONE)
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vec3 wpos = wpos_at(uv);
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float dist = distance(wpos, cam_pos.xyz);
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vec3 dir = (wpos - cam_pos.xyz) / dist;
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color.rgb = get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0);
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#endif
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tgt_color = vec4(color.rgb, 1);
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}
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