mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
97 lines
4.1 KiB
GLSL
97 lines
4.1 KiB
GLSL
#version 330 core
|
|
|
|
#include <globals.glsl>
|
|
|
|
in vec3 f_pos;
|
|
in vec3 f_col;
|
|
flat in vec3 f_norm;
|
|
in float f_alt;
|
|
in vec4 f_shadow;
|
|
|
|
layout (std140)
|
|
uniform u_locals {
|
|
mat4 model_mat;
|
|
vec4 model_col;
|
|
};
|
|
|
|
struct BoneData {
|
|
mat4 bone_mat;
|
|
};
|
|
|
|
layout (std140)
|
|
uniform u_bones {
|
|
BoneData bones[16];
|
|
};
|
|
|
|
#include <sky.glsl>
|
|
#include <light.glsl>
|
|
#include <lod.glsl>
|
|
|
|
out vec4 tgt_color;
|
|
|
|
void main() {
|
|
vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
|
|
// vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0);
|
|
// vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/);
|
|
vec3 view_dir = -cam_to_frag;
|
|
|
|
vec3 sun_dir = get_sun_dir(time_of_day.x);
|
|
vec3 moon_dir = get_moon_dir(time_of_day.x);
|
|
// float sun_light = get_sun_brightness(sun_dir);
|
|
// float moon_light = get_moon_brightness(moon_dir);
|
|
/* float sun_shade_frac = horizon_at(f_pos, sun_dir);
|
|
float moon_shade_frac = horizon_at(f_pos, moon_dir); */
|
|
float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
|
|
float moon_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, moon_dir);
|
|
// Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
|
|
// Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
|
|
// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5);
|
|
// NOTE: current assumption is that moon and sun shouldn't be out at the sae time.
|
|
// 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
|
|
// for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally).
|
|
float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
|
|
|
|
vec3 surf_color = /*srgb_to_linear*/(model_col.rgb * f_col);
|
|
float alpha = 1.0;
|
|
const float n2 = 1.01;
|
|
const float R_s = pow((1.0 - n2) / (1.0 + n2), 2);
|
|
|
|
vec3 k_a = vec3(1.0);
|
|
vec3 k_d = vec3(1.0);
|
|
vec3 k_s = vec3(R_s);
|
|
|
|
vec3 emitted_light, reflected_light;
|
|
|
|
float point_shadow = shadow_at(f_pos, f_norm);
|
|
// vec3 light_frac = /*vec3(1.0);*//*vec3(max(dot(f_norm, -sun_dir) * 0.5 + 0.5, 0.0));*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
|
|
// vec3 point_light = light_at(f_pos, f_norm);
|
|
// vec3 light, diffuse_light, ambient_light;
|
|
//get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
|
|
get_sun_diffuse2(f_norm, sun_dir, moon_dir, view_dir, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, emitted_light, reflected_light);
|
|
reflected_light *= point_shadow * shade_frac;
|
|
emitted_light *= point_shadow;
|
|
|
|
lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
|
|
/* vec3 point_light = light_at(f_pos, f_norm);
|
|
emitted_light += point_light;
|
|
reflected_light += point_light; */
|
|
// get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 2.0, emitted_light, reflected_light);
|
|
|
|
// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
|
|
// diffuse_light *= point_shadow;
|
|
// ambient_light *= point_shadow;
|
|
// vec3 point_light = light_at(f_pos, f_norm);
|
|
// light += point_light;
|
|
// diffuse_light += point_light;
|
|
// reflected_light += point_light;
|
|
// vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light);
|
|
surf_color = illuminate(surf_color * emitted_light, surf_color * reflected_light);
|
|
|
|
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
|
|
vec4 clouds;
|
|
vec3 fog_color = get_sky_color(cam_to_frag/*view_dir*/, time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds);
|
|
vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
|
|
|
|
tgt_color = vec4(color, 1.0);
|
|
}
|