veloren/assets/voxygen/shaders/clouds-frag.glsl
2020-11-15 22:18:35 +00:00

75 lines
2.0 KiB
GLSL

#version 330 core
#include <constants.glsl>
#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
#if (FLUID_MODE == FLUID_MODE_CHEAP)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE == FLUID_MODE_SHINY)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
#endif
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
// Note: The sampler uniform is declared here because it differs for MSAA
#include <anti-aliasing.glsl>
#include <srgb.glsl>
#include <cloud.glsl>
uniform sampler2D src_depth;
in vec2 f_pos;
layout (std140)
uniform u_locals {
mat4 proj_mat_inv;
mat4 view_mat_inv;
};
out vec4 tgt_color;
float depth_at(vec2 uv) {
float buf_depth = texture(src_depth, uv).x;
vec4 clip_space = vec4(uv * 2.0 - 1.0, buf_depth, 1.0);
vec4 view_space = proj_mat_inv * clip_space;
view_space /= view_space.w;
return -view_space.z;
}
vec3 wpos_at(vec2 uv) {
float buf_depth = texture(src_depth, uv).x * 2.0 - 1.0;
mat4 inv = view_mat_inv * proj_mat_inv;//inverse(all_mat);
vec4 clip_space = vec4(uv * 2.0 - 1.0, buf_depth, 1.0);
vec4 view_space = inv * clip_space;
view_space /= view_space.w;
if (buf_depth == 1.0) {
vec3 direction = normalize(view_space.xyz);
return direction.xyz * 100000.0 + cam_pos.xyz;
} else {
return view_space.xyz;
}
}
void main() {
vec2 uv = (f_pos + 1.0) * 0.5;
vec4 color = texture(src_color, uv);
// Apply clouds to `aa_color`
#if (CLOUD_MODE != CLOUD_MODE_NONE)
vec3 wpos = wpos_at(uv);
float dist = distance(wpos, cam_pos.xyz);
vec3 dir = (wpos - cam_pos.xyz) / dist;
color.rgb = get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0);
#endif
tgt_color = vec4(color.rgb, 1);
}