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