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75 lines
2.0 KiB
GLSL
75 lines
2.0 KiB
GLSL
#version 330 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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uniform sampler2D src_depth;
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in vec2 f_pos;
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layout (std140)
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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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out vec4 tgt_color;
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float depth_at(vec2 uv) {
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float buf_depth = texture(src_depth, uv).x;
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vec4 clip_space = vec4(uv * 2.0 - 1.0, buf_depth, 1.0);
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vec4 view_space = proj_mat_inv * clip_space;
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view_space /= view_space.w;
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return -view_space.z;
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}
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vec3 wpos_at(vec2 uv) {
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float buf_depth = texture(src_depth, uv).x * 2.0 - 1.0;
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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, 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 == 1.0) {
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vec3 direction = normalize(view_space.xyz);
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return direction.xyz * 100000.0 + 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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vec2 uv = (f_pos + 1.0) * 0.5;
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vec4 color = texture(src_color, uv);
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// Apply clouds to `aa_color`
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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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