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forked from Rowland/EG
EG/RenderPipelineFile/rpplugins/scattering/shader/apply_scattering.frag.glsl
2025-07-24 11:37:46 +08:00

102 lines
3.5 KiB
GLSL

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