71 lines
2.7 KiB
GLSL
71 lines
2.7 KiB
GLSL
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#if MATERIAL_FEATURE_LEVEL > 0
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vec4 fog(highp vec3 view, const mediump samplerCube fogColorTexture) {
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highp float d = length(view);
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if (d < frameUniforms.fogStart) {
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return vec4(0);
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}
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if (d > frameUniforms.fogCutOffDistance) {
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return vec4(0);
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}
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highp vec3 density = frameUniforms.fogDensity;
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highp float falloff = frameUniforms.fogHeightFalloff;
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highp float fogOpticalPathAtOneMeter = density.z;
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highp float fh = falloff * view.y;
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if (abs(fh) > 0.00125) {
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fogOpticalPathAtOneMeter = (density.z - density.x * exp(density.y - fh)) / fh;
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}
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highp float fogOpticalPath = fogOpticalPathAtOneMeter * max(d - frameUniforms.fogStart, 0.0);
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float fogTransmittance = exp(-fogOpticalPath);
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float fogOpacity = min(1.0 - fogTransmittance, frameUniforms.fogMaxOpacity);
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vec3 fogColor = frameUniforms.fogColor;
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#if MATERIAL_FEATURE_LEVEL > 0
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if (frameUniforms.fogColorFromIbl > 0.0) {
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float normalizedDepth = d * frameUniforms.fogOneOverFarMinusNear - frameUniforms.fogNearOverFarMinusNear;
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lowp vec2 minMaxMip = unpackHalf2x16(frameUniforms.fogMinMaxMip);
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lowp float lod = mix(minMaxMip.y, minMaxMip.x, saturate(normalizedDepth));
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highp mat3 worldFromUserWorldMatrix = transpose(mat3(frameUniforms.userWorldFromWorldMatrix));
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fogColor *= textureLod(fogColorTexture, worldFromUserWorldMatrix * view, lod).rgb;
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}
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#endif
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fogColor *= frameUniforms.iblLuminance * fogOpacity;
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if (frameUniforms.fogInscatteringSize > 0.0) {
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highp float sunOpticalPath =
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fogOpticalPathAtOneMeter * max(d - frameUniforms.fogInscatteringStart, 0.0);
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float sunTransmittance = exp(-sunOpticalPath);
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vec3 sunColor = frameUniforms.lightColorIntensity.rgb * frameUniforms.lightColorIntensity.w;
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float sunAmount = max(dot(normalize(view), frameUniforms.lightDirection), 0.0);
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float sunInscattering = pow(sunAmount, frameUniforms.fogInscatteringSize);
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fogColor += sunColor * (sunInscattering * (1.0 - sunTransmittance));
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}
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return vec4(fogColor, fogOpacity);
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}
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#endif
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vec4 fogLinear(highp vec3 view
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#if MATERIAL_FEATURE_LEVEL > 0
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, const mediump samplerCube fogColorTexture
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#endif
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)
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{
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highp float d = length(view);
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if (d < frameUniforms.fogStart) {
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return vec4(0);
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}
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if (d > frameUniforms.fogCutOffDistance) {
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return vec4(0);
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}
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highp float A = frameUniforms.fogLinearParams.x;
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highp float B = frameUniforms.fogLinearParams.y;
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float fogOpacity = saturate(A * d + B);
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vec3 fogColor = frameUniforms.fogColor;
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#if MATERIAL_FEATURE_LEVEL > 0
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if (frameUniforms.fogColorFromIbl > 0.0) {
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lowp vec2 minMaxMip = unpackHalf2x16(frameUniforms.fogMinMaxMip);
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highp mat3 worldFromUserWorldMatrix = transpose(mat3(frameUniforms.userWorldFromWorldMatrix));
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fogColor *= textureLod(fogColorTexture, worldFromUserWorldMatrix * view, minMaxMip.x).rgb;
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}
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#endif
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fogColor *= frameUniforms.iblLuminance * fogOpacity;
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return vec4(fogColor, fogOpacity);
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}
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