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440 lines
21 KiB
GLSL
440 lines
21 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_LOW)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
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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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#define HAS_SHADOW_MAPS
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// https://www.shadertoy.com/view/XdsyWf
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#include <globals.glsl>
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#include <random.glsl>
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layout(location = 0) in vec3 f_pos;
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layout(location = 1) flat in uint f_pos_norm;
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layout(location = 2) in vec2 f_vel;
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// in vec3 f_col;
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// in float f_light;
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// in vec3 light_pos[2];
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//struct ShadowLocals {
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// mat4 shadowMatrices;
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// mat4 texture_mat;
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//};
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//
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//layout (std140)
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//uniform u_light_shadows {
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// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
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//};
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layout(std140, set = 2, binding = 0)
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uniform u_locals {
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vec4 model_mat0;
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vec4 model_mat1;
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vec4 model_mat2;
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vec4 model_mat3;
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ivec4 atlas_offs;
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float load_time;
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};
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layout(location = 0) out vec4 tgt_color;
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layout(location = 1) out uvec4 tgt_mat;
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#include <cloud.glsl>
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#include <light.glsl>
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#include <lod.glsl>
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void wave_dx(vec4 posx, vec4 posy, vec2 dir, float speed, float frequency, float timeshift, out vec4 wave, out vec4 dx) {
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vec4 x = vec4(
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dot(dir, vec2(posx.x, posy.x)),
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dot(dir, vec2(posx.y, posy.y)),
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dot(dir, vec2(posx.z, posy.z)),
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dot(dir, vec2(posx.w, posy.w))
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) * frequency + timeshift * speed;
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wave = sin(x) + 0.5;
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wave *= wave;
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dx = -wave * cos(x);
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}
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// Based loosely on https://www.shadertoy.com/view/MdXyzX.
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// Modified to allow calculating the wave function 4 times at once using different positions (used for intepolation
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// for moving water). The general idea is to sample the wave function at different positions, where those positions
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// depend on increments of the velocity, and then interpolate between those velocities to get a smooth water velocity.
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vec4 wave_height(vec4 posx, vec4 posy) {
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float iter = 0.0;
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float phase = 4.0;
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float weight = 1.5;
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vec4 w = vec4(0.0);
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float ws = 0.0;
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const float speed_per_iter = 0.1;
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#if (FLUID_MODE == FLUID_MODE_HIGH)
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float speed = 1.0;
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posx *= 0.2;
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posy *= 0.2;
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const float drag_factor = 0.035;
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const int iters = 21;
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const float scale = 15.0;
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#else
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float speed = 2.0;
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posx *= 0.3;
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posy *= 0.3;
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const float drag_factor = 0.04;
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const int iters = 11;
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const float scale = 3.0;
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#endif
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const float iter_shift = (3.14159 * 2.0) / 7.3;
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for(int i = 0; i < iters; i ++) {
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vec2 p = vec2(sin(iter), cos(iter));
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vec4 wave, dx;
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wave_dx(posx, posy, p, speed, phase, tick.x, wave, dx);
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posx += p.x * dx * weight * drag_factor;
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posy += p.y * dx * weight * drag_factor;
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w += wave * weight;
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iter += iter_shift * 1.5;
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ws += weight;
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weight = mix(weight, 0.0, 0.2);
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phase *= 1.2;
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speed += speed_per_iter;
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}
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return w / ws * scale;
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}
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float wave_height_vel(vec2 pos) {
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vec4 heights = wave_height(
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pos.x - tick.x * floor(f_vel.x) - vec2(0.0, tick.x).xyxy,
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pos.y - tick.x * floor(f_vel.y) - vec2(0.0, tick.x).xxyy
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);
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return mix(
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mix(heights.x, heights.y, fract(f_vel.x + 1.0)),
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mix(heights.z, heights.w, fract(f_vel.x + 1.0)),
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fract(f_vel.y + 1.0)
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);
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}
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void main() {
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#ifdef EXPERIMENTAL_BAREMINIMUM
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tgt_color = vec4(simple_lighting(f_pos.xyz, MU_SCATTER, 1.0), 0.5);
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return;
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#endif
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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// Temporarily assume all water faces up (this is incorrect but looks better)
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vec3 surf_norm = normals[norm_axis + norm_dir];
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vec3 f_norm = vec3(0, 0, 1);//surf_norm;
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// vec4 light_pos[2];
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//#if (SHADOW_MODE == SHADOW_MODE_MAP)
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// // for (uint i = 0u; i < light_shadow_count.z; ++i) {
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// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/;
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// // }
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// vec4 sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/;
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//#elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE)
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// vec4 sun_pos = vec4(0.0);
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//#endif
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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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vec3 view_dir = -cam_to_frag;
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float frag_dist = length(f_pos - cam_pos.xyz);
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vec3 b_norm;
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if (f_norm.z > 0.0) {
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b_norm = vec3(1, 0, 0);
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} else if (f_norm.x > 0.0) {
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b_norm = vec3(0, 1, 0);
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} else {
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b_norm = vec3(0, 0, 1);
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}
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vec3 c_norm = cross(f_norm, b_norm);
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vec3 wave_pos = mod(f_pos + focus_off.xyz, vec3(3000.0)) - (f_pos.z + focus_off.z) * 0.2;
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float wave_sample_dist = 0.1;
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float wave00 = wave_height_vel(wave_pos.xy);
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float wave10 = wave_height_vel(wave_pos.xy + vec2(wave_sample_dist, 0));
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float wave01 = wave_height_vel(wave_pos.xy + vec2(0, wave_sample_dist));
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// Possibility of div by zero when slope = 0,
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// however this only results in no water surface appearing
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// and is not likely to occur (could not find any occurrences)
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float slope = abs((wave00 - wave10) * (wave00 - wave01)) + 0.001;
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vec3 nmap = vec3(
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-(wave10 - wave00) / wave_sample_dist,
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-(wave01 - wave00) / wave_sample_dist,
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wave_sample_dist / slope
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);
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#if (CLOUD_MODE != CLOUD_MODE_NONE)
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if (rain_density > 0 && surf_norm.z > 0.5) {
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vec3 drop_density = vec3(2, 2, 2);
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vec3 drop_pos = wave_pos + vec3(0, 0, -time_of_day.x * 0.025);
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vec2 cell2d = floor(drop_pos.xy * drop_density.xy);
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drop_pos.z += noise_2d(cell2d * 13.1) * 10;
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density * rain_occlusion_at(f_pos.xyz) * 50.0) {
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vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
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vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
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float dist = length((drop_pos - near_cell) / vec3(1, 1, 2));
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float drop_rad = 0.125;
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nmap.xy += (drop_pos - near_cell).xy
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* max(1.0 - abs(dist - drop_rad) * 50, 0)
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* 2500
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* sign(dist - drop_rad)
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* max(drop_pos.z - near_cell.z, 0);
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}
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}
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#endif
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nmap = mix(f_norm, normalize(nmap), min(1.0 / pow(frag_dist, 0.75), 1));
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//float suppress_waves = max(dot(), 0);
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vec3 norm = normalize(f_norm * nmap.z + b_norm * nmap.x + c_norm * nmap.y);
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//norm = f_norm;
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vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER;
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM)
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float f_alt = alt_at(f_pos.xy);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW)
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float f_alt = f_pos.z;
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#endif
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float fluid_alt = mix(f_pos.z, f_alt, f_norm.z == 0);
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const float alpha = 0.255/*/ / 4.0*//* / 4.0 / sqrt(2.0)*/;
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const float n2 = 1.3325;
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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 < fluid_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
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// Water is transparent so both normals are valid.
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vec3 cam_norm = faceforward(norm, norm, cam_to_frag);
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vec3 reflect_ray_dir = reflect(cam_to_frag/*-view_dir*/, norm);
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vec3 refract_ray_dir = refract(cam_to_frag/*-view_dir*/, norm, 1.0 / n2);
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vec3 sun_view_dir = view_dir;///*sign(cam_pos.z - fluid_alt) * view_dir;*/cam_pos.z <= fluid_alt ? -view_dir : view_dir;
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// vec3 sun_view_dir = cam_pos.z <= fluid_alt ? -view_dir : view_dir;
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/* vec4 reflect_ray_dir4 = view_mat * vec4(reflect_ray_dir, 1.0);
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reflect_ray_dir = normalize(vec3(reflect_ray_dir4) / reflect_ray_dir4.w); */
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// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// Squared to account for prior saturation.
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float f_light = 1.0;// pow(f_light, 1.5);
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vec3 ray_dir;
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if (medium.x == MEDIUM_WATER) {
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ray_dir = refract(cam_to_frag, -norm, 1.33);
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} else {
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// Ensure the ray doesn't accidentally point underwater
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// TODO: Make this more efficient?
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ray_dir = normalize(max(reflect_ray_dir, vec3(-1.0, -1.0, 0.0)));
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}
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// /*const */vec3 water_color = srgb_to_linear(vec3(0.2, 0.5, 1.0));
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// /*const */vec3 water_color = srgb_to_linear(vec3(0.8, 0.9, 1.0));
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// NOTE: Linear RGB, attenuation coefficients for water at roughly R, G, B wavelengths.
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// See https://en.wikipedia.org/wiki/Electromagnetic_absorption_by_water
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// /*const */vec3 water_attenuation = MU_WATER;// vec3(0.8, 0.05, 0.01);
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// /*const */vec3 water_color = vec3(0.2, 0.95, 0.99);
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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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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP)
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vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy));
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float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE)
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float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
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#endif
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float moon_shade_frac = 1.0;// horizon_at2(f_shadow, f_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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// float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
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vec3 reflect_color;
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#if (REFLECTION_MODE >= REFLECTION_MODE_MEDIUM)
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// This is now done in the post-process cloud shader
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/* reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac); */
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/* reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1); */
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reflect_color = vec3(0);
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#else
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reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac);
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#endif
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// Sort of non-physical, but we try to balance the reflection intensity with the direct light from the sun,
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// resulting in decent reflection of the ambient environment even after the sun has gone down.
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reflect_color *= f_light * (sun_shade_frac * 0.75 + 0.25);
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// Prevent the sky affecting light when underground
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float not_underground = clamp((f_pos.z - f_alt) / 32.0 + 1.0, 0.0, 1.0);
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reflect_color *= not_underground;
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// DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos);
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DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, /*sun_pos*/f_pos);
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DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac/*, light_pos*/);
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// Hack to determine water depth: color goes down with distance through water, so
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// we assume water color absorption from this point a to some other point b is the distance
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// along the the ray from a to b where it intersects with the surface plane; if it doesn't,
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// then the whole segment from a to b is considered underwater.
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// TODO: Consider doing for point lights.
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// vec3 cam_surface_dir = faceforward(vec3(0.0, 0.0, 1.0), cam_to_frag, vec3(0.0, 0.0, 1.0));
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// vec3 water_intersection_surface_camera = vec3(cam_pos);
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// bool _water_intersects_surface_camera = IntersectRayPlane(f_pos, view_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), cam_surface_dir, water_intersection_surface_camera);
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// // Should work because we set it up so that if IntersectRayPlane returns false for camera, its default intersection point is cam_pos.
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// float water_depth_to_camera = length(water_intersection_surface_camera - f_pos);
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// vec3 water_intersection_surface_light = f_pos;
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// bool _light_intersects_surface_water = IntersectRayPlane(f_pos, sun_dir.z <= 0.0 ? sun_dir : moon_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), vec3(0.0, 0.0, 1.0), water_intersection_surface_light);
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// // Should work because we set it up so that if IntersectRayPlane returns false for light, its default intersection point is f_pos--
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// // i.e. if a light ray can't hit the water, it shouldn't contribute to coloring at all.
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// float water_depth_to_light = length(water_intersection_surface_light - f_pos);
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// // For ambient color, we just take the distance to the surface out of laziness.
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// float water_depth_to_vertical = max(/*f_alt - f_pos.z*/f_light, 0.0);
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// // Color goes down with distance...
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// // See https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law.
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// vec3 water_color_direct = exp(-MU_WATER);//exp(-MU_WATER);//vec3(1.0);
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// vec3 water_color_direct = exp(-water_attenuation * (water_depth_to_light + water_depth_to_camera));
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// vec3 water_color_ambient = exp(-water_attenuation * (water_depth_to_vertical + water_depth_to_camera));
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vec3 mu = MU_WATER;
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// NOTE: Default intersection point is camera position, meaning if we fail to intersect we assume the whole camera is in water.
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vec3 cam_attenuation = compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, cam_pos.xyz);
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//reflect_color *= cam_attenuation;
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// float water_depth_to_vertical = max(/*f_alt - f_pos.z*/f_light, 0.0);
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// For ambient color, we just take the distance to the surface out of laziness.
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// See https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law.
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// float water_depth_to_vertical = max(fluid_alt - cam_pos.z/*f_light*/, 0.0);
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// vec3 ambient_attenuation = exp(-mu * water_depth_to_vertical);
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// For ambient reflection, we just take the water
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vec3 k_a = vec3(1.0);
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// Oxygen is light blue.
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vec3 k_d = vec3(1.0);
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vec3 k_s = vec3(0.0);//2.0 * reflect_color;
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vec3 emitted_light, reflected_light;
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// vec3 light, diffuse_light, ambient_light;
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// vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
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// 0 = 100% reflection, 1 = translucent water
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float passthrough = max(dot(cam_norm, -cam_to_frag), 0) * 0.75;
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float max_light = 0.0;
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max_light += get_sun_diffuse2(sun_info, moon_info, cam_norm, /*time_of_day.x*/sun_view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, vec3(k_d), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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emitted_light *= not_underground;
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reflected_light *= not_underground;
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// Global illumination when underground (silly)
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emitted_light += (1.0 - not_underground) * 0.05;
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float point_shadow = shadow_at(f_pos, f_norm);
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reflected_light *= point_shadow;
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// Apply cloud layer to sky
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// reflected_light *= /*water_color_direct * */reflect_color * f_light * point_shadow * shade_frac;
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// emitted_light *= /*water_color_direct*//*ambient_attenuation * */f_light * point_shadow * max(shade_frac, MIN_SHADOW);
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// max_light *= f_light * point_shadow * shade_frac;
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// reflected_light *= /*water_color_direct * */reflect_color * f_light * point_shadow;
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// emitted_light *= /*water_color_direct*//*ambient_attenuation * */f_light * point_shadow;
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// max_light *= f_light * point_shadow;
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// vec3 diffuse_light_point = vec3(0.0);
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// max_light += lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, vec3(1.0), /*vec3(0.0)*/k_s, alpha, emitted_light, diffuse_light_point);
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// vec3 dump_light = vec3(0.0);
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// vec3 specular_light_point = vec3(0.0);
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// lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, vec3(0.0), vec3(0.0), /*vec3(1.0)*/k_s, alpha, dump_light, specular_light_point);
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// diffuse_light_point -= specular_light_point;
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// max_light += lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, /*k_d*/vec3(0.0), /*vec3(0.0)*/k_s, alpha, emitted_light, /*diffuse_light*/reflected_light);
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max_light += lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, /*k_d*//*vec3(0.0)*/k_d, /*vec3(0.0)*/k_s, alpha, f_norm, 1.0, emitted_light, /*diffuse_light*/reflected_light);
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//float reflected_light_point = length(reflected_light);///*length*/(diffuse_light_point.r) + f_light * point_shadow;
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// TODO: See if we can be smarter about this using point light distances.
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// reflected_light += k_d * (diffuse_light_point/* + f_light * point_shadow * shade_frac*/) + /*water_color_ambient*/specular_light_point;
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/* vec3 point_light = light_at(f_pos, norm);
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emitted_light += point_light;
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reflected_light += point_light; */
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// get_sun_diffuse(norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0);
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// diffuse_light *= f_light * point_shadow;
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// ambient_light *= f_light * point_shadow;
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// vec3 point_light = light_at(f_pos, norm);
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// light += point_light;
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// diffuse_light += point_light;
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// reflected_light += point_light;
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// vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)) * light * diffuse_light * ambient_light;
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const float REFLECTANCE = 1.0;
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vec3 surf_color = illuminate(max_light, view_dir, water_color * emitted_light/* * log(1.0 - MU_WATER)*/, /*cam_attenuation * *//*water_color * */reflect_color * REFLECTANCE + water_color * reflected_light/* * log(1.0 - MU_WATER)*/);
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// passthrough = pow(passthrough, 1.0 / (1.0 + water_depth_to_camera));
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/* surf_color = cam_attenuation.g < 0.5 ?
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vec3(1.0, 0.0, 0.0) :
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vec3(0.0, 1.0, 1.0)
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; */
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// passthrough = passthrough * length(cam_attenuation);
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// vec3 reflect_ray_dir = reflect(cam_to_frag, norm);
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// Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water
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// reflect_ray_dir.z = max(reflect_ray_dir.z, 0.01);
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// vec4 _clouds;
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// vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light;
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// Tint
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// reflect_color = mix(reflect_color, surf_color, 0.6);
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// vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(f_light * point_shadow + point_light) * 0.25)), passthrough);
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// vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(/*f_light * point_shadow*/f_light * point_shadow + reflected_light_point/* + point_light*//*reflected_light*/) * 0.25)), passthrough);
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// vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 0.0), passthrough);
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//vec4 color = vec4(surf_color, 1.0);
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// vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point/* + point_light*//*reflected_light*/))), passthrough);
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// float log_cam = log(min(cam_attenuation.r, min(cam_attenuation.g, cam_attenuation.b)));
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float min_refl = 0.0;
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float opacity = (1.0 - passthrough) * 0.5 / (1.0 + min_refl);
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if (medium.x != MEDIUM_WATER) {
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min_refl = min(emitted_light.r, min(emitted_light.g, emitted_light.b));
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} else {
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|
// Hack to make the transparency of the surface fade when underwater to avoid artifacts
|
|
if (dot(refract_ray_dir, cam_to_frag) > 0.0) {
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opacity = 0.99;
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} else {
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opacity = min(sqrt(max(opacity, clamp((f_pos.z - cam_pos.z) * 0.05, 0.0, 1.0))), 0.99);
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}
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}
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vec4 color = vec4(surf_color, opacity);// * (1.0 - /*log(1.0 + cam_attenuation)*//*cam_attenuation*/1.0 / (2.0 - log_cam)));
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// vec4 color = vec4(surf_color, mix(1.0, 1.0 / (1.0 + /*0.25 * *//*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point)), passthrough));
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|
// vec4 color = vec4(surf_color, mix(1.0, length(cam_attenuation), passthrough));
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|
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/* reflect_color = reflect_color * 0.5 * (diffuse_light + ambient_light);
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|
// 0 = 100% reflection, 1 = translucent water
|
|
float passthrough = dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag);
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|
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vec4 color = mix(vec4(reflect_color, 1.0), vec4(vec3(0), 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); */
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|
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tgt_color = color;
|
|
tgt_mat = uvec4(uvec3((norm + 1.0) * 127.0), MAT_FLUID);
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|
}
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