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135 lines
7.2 KiB
GLSL
135 lines
7.2 KiB
GLSL
#version 330 core
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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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in vec3 f_norm;
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// in vec4 f_shadow;
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// in vec4 f_square;
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out vec4 tgt_color;
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#include <sky.glsl>
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void main() {
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// vec3 f_pos = lod_pos(f_pos.xy);
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vec3 f_col = lod_col(f_pos.xy);
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// vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0);
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// vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/);
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float my_alt = /*f_pos.z;*/alt_at_real(f_pos.xy);
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// vec3 f_pos = vec3(f_pos.xy, max(my_alt, f_pos.z));
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/* gl_Position =
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proj_mat *
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view_mat *
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vec4(f_pos, 1);
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gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); */
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vec3 my_pos = vec3(f_pos.xy, my_alt);
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vec3 my_norm = lod_norm(f_pos.xy/*, f_square*/);
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float which_norm = dot(my_norm, normalize(cam_pos.xyz - my_pos));
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// which_norm = 0.5 + which_norm * 0.5;
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which_norm = pow(max(0.0, which_norm), /*0.03125*/1 / 8.0);// * 0.5;
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// which_norm = mix(0.0, 1.0, which_norm > 0.0);
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vec3 f_norm = mix(faceforward(f_norm, cam_pos.xyz - f_pos, -f_norm), my_norm, which_norm);
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vec3 f_pos = mix(f_pos, my_pos, which_norm);
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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vec3 view_dir = -cam_to_frag;
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// vec3 view_dir = normalize(f_pos - cam_pos.xyz);
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// Note: because voxels, we reduce the normal for reflections to just its z component, dpendng on distance to camera.
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// Idea: the closer we are to facing top-down, the more the norm should tend towards up-z.
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// vec3 l_norm; // = vec3(0.0, 0.0, 1.0);
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// vec3 l_norm = normalize(vec3(f_norm.x / max(abs(f_norm.x), 0.001), f_norm.y / max(abs(f_norm.y), 0.001), f_norm.z / max(abs(f_norm.z), 0.001)));
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// vec3 l_factor = 1.0 / (1.0 + max(abs(/*f_pos - cam_pos.xyz*//*-vec3(vert_pos4) / vert_pos4.w*/vec3(f_pos.xy, 0.0) - vec3(/*cam_pos*/focus_pos.xy, cam_to_frag)) - vec3(view_distance.x, view_distance.x, 0.0), 0.0) / vec3(32.0 * 2.0, 32.0 * 2.0, 1.0));
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// l_factor.z =
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// vec4 focus_pos4 = view_mat * vec4(focus_pos.xyz, 1.0);
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// vec3 focus_dir = normalize(-vec3(focus_pos4) / focus_pos4.w);
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// float l_factor = 1.0 - pow(clamp(0.5 + 0.5 * dot(/*-view_dir*/-cam_to_frag, l_norm), 0.0, 1.0), 2.0);//1.0 / (1.0 + 0.5 * pow(max(distance(/*focus_pos.xy*/vec3(focus_pos.xy, /*vert_pos4.z / vert_pos4.w*/f_pos.z), vec3(f_pos.xy, f_pos.z))/* - view_distance.x*/ - 32.0, 0.0) / (32.0 * 1.0), /*0.5*/1.0));
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// l_factor = 1.0;
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// l_norm = normalize(mix(l_norm, f_norm, l_factor));
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// l_norm = f_norm;
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/* l_norm = normalize(vec3(
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mix(l_norm.x, f_norm.x, clamp(pow(f_norm.x * 0.5, 64), 0, 1)),
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mix(-1.0, 1.0, clamp(pow(f_norm.y * 0.5, 64), 0, 1)),
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mix(-1.0, 1.0, clamp(pow(f_norm.z * 0.5, 64), 0, 1))
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)); */
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// f_norm = mix(l_norm, f_norm, min(1.0 / max(cam_to_frag, 0.001), 1.0));
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/* vec3 l_norm = normalize(vec3(
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mix(-1.0, 1.0, clamp(pow(f_norm.x * 0.5, 64), 0, 1)),
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mix(-1.0, 1.0, clamp(pow(f_norm.y * 0.5, 64), 0, 1)),
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mix(-1.0, 1.0, clamp(pow(f_norm.z * 0.5, 64), 0, 1))
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)); */
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vec3 sun_dir = get_sun_dir(time_of_day.x);
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vec3 moon_dir = get_moon_dir(time_of_day.x);
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// float sun_light = get_sun_brightness(sun_dir);
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// float moon_light = get_moon_brightness(moon_dir);
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// float my_alt = f_pos.z;//alt_at_real(f_pos.xy);
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// vec3 f_norm = my_norm;
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vec4 f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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// float my_alt = alt_at(f_pos.xy);
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float shadow_alt = /*f_pos.z;*/alt_at(f_pos.xy);
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float sun_shade_frac = horizon_at2(f_shadow, shadow_alt, f_pos, sun_dir);
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float moon_shade_frac = horizon_at2(f_shadow, shadow_alt, f_pos, moon_dir);
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// float sun_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, sun_dir);
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// float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir);
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// Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
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// Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
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// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5);
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// NOTE: current assumption is that moon and sun shouldn't be out at the sae time.
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// This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow
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// for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally).
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float shade_frac = sun_shade_frac + moon_shade_frac;
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// float brightness_denominator = (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light);
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float alpha = 1.0;//sqrt(2.0);
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const float n2 = 1.01;
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const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
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const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2);
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const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
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const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
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float R_s = (f_pos.z < my_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
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vec3 emitted_light, reflected_light;
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// Use f_norm here for better shadows.
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// vec3 light_frac = light_reflection_factor(f_norm/*l_norm*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(/*1.0*/R_s), alpha);
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// vec3 light, diffuse_light, ambient_light;
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// get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, (0.25 * shade_frac + 0.25 * light_frac) * f_col, 0.5 * shade_frac * f_col, 0.5 * shade_frac * /*vec3(1.0)*/f_col, 2.0, emitted_light, reflected_light);
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get_sun_diffuse2(f_norm/*l_norm*/, sun_dir, moon_dir, view_dir, vec3(1.0)/* * (0.5 * light_frac + vec3(0.5 * shade_frac))*/, vec3(1.0), /*0.5 * shade_frac * *//*vec3(1.0)*//*f_col*/vec3(R_s), alpha, emitted_light, reflected_light);
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// emitted_light = vec3(1.0);
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reflected_light *= shade_frac;
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// reflected_light = vec3(0.0);
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// emitted_light += 0.5 * vec3(SUN_AMBIANCE * sun_shade_frac * sun_light + moon_shade_frac * moon_light) * f_col * (ambient_sides + 1.0);
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// Ambient lighting attempt: vertical light.
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// reflected_light += /*0.0125*/0.15 * 0.25 * _col * light_reflection_factor(f_norm, cam_to_frag, vec3(0, 0, -1.0), 0.5 * f_col, 0.5 * f_col, 2.0);
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// emitted_light += /*0.0125*/0.25 * f_col * ;
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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, 1.0);
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// vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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vec3 surf_color = /*illuminate(emitted_light, reflected_light)*/illuminate(f_col * emitted_light, f_col * reflected_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(cam_to_frag/*view_dir*/, time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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// vec3 color = surf_color;
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// float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.0003).x - 0.5) * 128.0) / 400.0, 0.0);
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// //float mist_factor = f_norm.z * 2.0;
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// color = mix(color, vec3(1.0) * /*diffuse_light*/reflected_light, clamp(mist_factor * 0.00005 * distance(f_pos.xy, focus_pos.xy), 0, 0.3));
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// color = surf_color;
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tgt_color = vec4(color, 1.0);
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}
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