forked from Rowland/EG
81 lines
2.7 KiB
GLSL
81 lines
2.7 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
|
|
#define USE_GBUFFER_EXTENSIONS
|
|
#pragma include "render_pipeline_base.inc.glsl"
|
|
#pragma include "includes/gbuffer.inc.glsl"
|
|
#pragma include "includes/color_spaces.inc.glsl"
|
|
#pragma include "includes/noise.inc.glsl"
|
|
|
|
uniform sampler2D ShadedScene;
|
|
out vec3 result;
|
|
|
|
|
|
void main() {
|
|
vec2 texcoord = get_texcoord();
|
|
Material m = unpack_material(GBuffer);
|
|
|
|
// compute sun position on screen
|
|
// TODO: could move to vertex shader
|
|
vec3 sun_vector = get_sun_vector();
|
|
vec3 sun_pos = sun_vector * 1e5;
|
|
vec4 sun_proj = MainSceneData.view_proj_mat_no_jitter * vec4(sun_pos, 1);
|
|
sun_proj.xyz /= sun_proj.w;
|
|
if (sun_proj.w < 0.0) {
|
|
result = textureLod(ShadedScene, texcoord, 0).xyz;
|
|
return;
|
|
}
|
|
sun_proj.xy = sun_proj.xy * 0.5 + 0.5;
|
|
|
|
// raymarch to sun and collect .. whatever
|
|
float jitter = rand(texcoord) * 0.9;
|
|
|
|
const int num_samples = 32;
|
|
vec3 accum = vec3(0);
|
|
for (int i = 0; i < num_samples; ++i) {
|
|
float t = (i + jitter) / float(num_samples - 1);
|
|
|
|
vec2 sample_coord = mix(texcoord, sun_proj.xy, pow(t, 1.0));
|
|
vec3 sample_data = textureLod(ShadedScene, sample_coord, 0).xyz;
|
|
|
|
// float weight = step(get_luminance(sample_data), 1.0);
|
|
float weight = step(1.0, get_luminance(sample_data));
|
|
// float weight = 1.0;
|
|
accum += sample_data * weight * saturate(5 * (1 - t)) * 1;
|
|
// accum += sample_data * weight;
|
|
}
|
|
|
|
accum /= num_samples;
|
|
accum *= 0.001;
|
|
|
|
accum += textureLod(ShadedScene, texcoord, 0).xyz;
|
|
result = vec3(accum);
|
|
|
|
}
|