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

104 lines
3.6 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
#pragma optionNV (unroll all)
#define USE_TIME_OF_DAY 1
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/transforms.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "includes/lighting_pipeline.inc.glsl"
#pragma include "includes/lights.inc.glsl"
#pragma include "includes/poisson_disk.inc.glsl"
#pragma include "includes/shadows.inc.glsl"
#pragma include "includes/noise.inc.glsl"
#pragma include "includes/skin_shading.inc.glsl"
out vec4 result;
uniform GBufferData GBuffer;
uniform sampler2D PrefilteredShadows;
uniform sampler2D ShadedScene;
void main() {
vec3 sun_vector = get_sun_vector();
// Get current scene color
vec2 texcoord = get_texcoord();
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 scene_color = textureLod(ShadedScene, texcoord, 0);
float prefiltered_shadow = textureLod(PrefilteredShadows, texcoord, 0).x;
// Early out
if (prefiltered_shadow < 1e-5) {
result = scene_color;
return;
}
// Get the material data
Material m = unpack_material(GBuffer);
vec3 transmittance = vec3(1);
// Compute the sun lighting
vec3 v = normalize(MainSceneData.camera_pos - m.position);
vec3 l = sun_vector;
vec3 sun_color = get_sun_color() * get_sun_color_scale(sun_vector);
{
vec3 reflected_dir = reflect(-v, m.normal);
const float sun_angular_radius = degree_to_radians(0.54);
const float r = sin(sun_angular_radius); // Disk radius
const float d = cos(sun_angular_radius); // Distance to disk
// Closest point to a disk (since the radius is small, this is
// a good approximation)
float DdotR = dot(sun_vector, reflected_dir);
vec3 S = reflected_dir - DdotR * sun_vector;
l = DdotR < d ? normalize(d * sun_vector + normalize(S) * r) : reflected_dir;
}
vec3 lighting_result = apply_light(m, v, l, sun_color, 1.0, prefiltered_shadow, transmittance);
// Backface shading for foliage, not physically correct but a nice
// approximation
float foliage_factor = m.shading_model == SHADING_MODEL_FOLIAGE ? 1.0 : 0.0;
lighting_result += foliage_factor * prefiltered_shadow * sun_color * m.basecolor * 0.12 * saturate(3.0 * dot(v, -sun_vector));
#if DEBUG_MODE
lighting_result *= 0;
#endif
#if MODE_ACTIVE(PSSM_SPLITS)
lighting_result = vec3(prefiltered_shadow);
#endif
result = max(vec4(0), scene_color) * 1 + vec4(lighting_result, 0);
}