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

76 lines
2.8 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"
layout(r11f_g11f_b10f) uniform imageCube RESTRICT DestCubemap;
uniform sampler2D DefaultSkydome;
uniform samplerCube DefaultEnvmap;
#pragma include "scattering_method.inc.glsl"
void main() {
// Get cubemap coordinate
int texsize = imageSize(DestCubemap).x;
ivec2 coord = ivec2(gl_FragCoord.xy);
// Get cubemap view_vector
ivec2 clamped_coord; int face;
vec3 view_vector = texcoord_to_cubemap(texsize, coord, clamped_coord, face);
// Store horizon
float horizon = view_vector.z;
float sky_clip = 0.0;
// Get inscattered light
vec3 inscattered_light = DoScattering(view_vector * 1e10, view_vector, sky_clip)
* TimeOfDay.scattering.sun_intensity;
if (horizon > 0.0) {
inscattered_light *= 2.0; // XXX: This makes it look better, but has no physical background.
// Render clouds to provide more variance for the cubemap
vec3 cloud_color = textureLod(DefaultSkydome, get_skydome_coord(view_vector), 0).xyz;
// inscattered_light = cloud_color * 15;
} else {
// Blend ambient cubemap at the bottom
vec3 sun_vector = get_sun_vector();
vec3 color_scale = get_sun_color_scale(sun_vector) * TimeOfDay.scattering.sun_color;
inscattered_light = textureLod(DefaultEnvmap, fix_cubemap_coord(view_vector), 0).xyz
* TimeOfDay.scattering.sun_intensity / M_PI * color_scale;
#if !HAVE_PLUGIN(color_correction)
// inscattered_light *= 0.1;
#endif
}
imageStore(DestCubemap, ivec3(clamped_coord, face), vec4(inscattered_light, 1.0));
}