forked from Rowland/EG
102 lines
3.5 KiB
GLSL
102 lines
3.5 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#define USE_TIME_OF_DAY 1
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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uniform sampler2D ShadedScene;
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uniform sampler2D DefaultSkydome;
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uniform GBufferData GBuffer;
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out vec4 result;
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#pragma include "scattering_method.inc.glsl"
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void main() {
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vec2 texcoord = get_texcoord();
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// Get material data
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Material m = unpack_material(GBuffer);
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vec3 view_vector = normalize(m.position - MainSceneData.camera_pos);
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vec3 orig_view_vector = view_vector;
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// Fetch scattering
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float sky_clip = 0.0;
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// Prevent a way too dark horizon by clamping the view vector
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if (is_skybox(m)) {
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view_vector.z = max(view_vector.z, 0.05);
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}
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vec3 inscattered_light = DoScattering(m.position, view_vector, sky_clip)
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* TimeOfDay.scattering.sun_intensity;
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result.xyz = textureLod(ShadedScene, texcoord, 0).xyz;
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result.w = 1;
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// Cloud color
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if (is_skybox(m)) {
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inscattered_light *= M_PI; // XXX: This makes it look better, but has no physical background.
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#if !HAVE_PLUGIN(clouds)
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vec3 cloud_color = textureLod(DefaultSkydome, get_skydome_coord(orig_view_vector), 0).xyz;
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// inscattered_light = 15 * cloud_color * M_PI;
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cloud_color = mix(vec3(0.5), cloud_color, saturate(orig_view_vector.z / 0.05));
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inscattered_light *= 0.5 + 1 * cloud_color;
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#endif
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// Sun disk
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vec3 silhouette_col = vec3(TimeOfDay.scattering.sun_intensity) *
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inscattered_light * sky_clip;
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silhouette_col *= 2.0;
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float disk_factor = pow(saturate(dot(orig_view_vector, sun_vector) + 0.000069), 23.0 * 1e5);
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float upper_disk_factor = smoothstep(0, 1, (orig_view_vector.z + 0.045) * 1.0);
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inscattered_light += vec3(1, 0.3, 0.1) * disk_factor * upper_disk_factor *
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silhouette_col * 3.0 * 1e3;
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} else {
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inscattered_light *= 70.0;
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float dist = distance(m.position, MainSceneData.camera_pos);
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float extinction = saturate(dist / TimeOfDay.scattering.extinction * 10.0);
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inscattered_light *= extinction;
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}
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#if !DEBUG_MODE
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result.xyz += inscattered_light;
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#endif
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#if MODE_ACTIVE(SCATTERING)
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result.xyz = inscattered_light / (1 + inscattered_light);
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#endif
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}
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