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#line 2
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/*
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2023-12-12 01:22:54 -08:00
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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2023-04-07 16:48:33 -07:00
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*
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2023-12-12 01:22:54 -08:00
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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2023-04-07 16:48:33 -07:00
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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layout(location = 0) out vec4 output4f;
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in vec2 v_position2f;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_fogDepthTexture;
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#ifdef COMPILE_FOG_LIGHT_SHAFTS
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uniform sampler2D u_lightShaftsTexture;
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#endif
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#ifdef COMPILE_FOG_ATMOSPHERE
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uniform sampler2D u_environmentMap;
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uniform vec3 u_sunColorAdd3f;
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#endif
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uniform mat4 u_inverseViewProjMatrix4f;
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#ifdef COMPILE_FOG_LINEAR
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uniform vec2 u_linearFogParam2f;
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#else
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uniform float u_expFogDensity1f;
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#endif
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uniform vec4 u_fogColorLight4f;
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uniform vec4 u_fogColorDark4f;
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void main() {
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vec4 fragPos4f = vec4(v_position2f, textureLod(u_fogDepthTexture, v_position2f, 0.0).r, 1.0);
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#ifdef COMPILE_FOG_ATMOSPHERE
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if(fragPos4f.z <= 0.0000001) {
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discard;
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}
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#endif
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float solidDepth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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if(solidDepth != fragPos4f.z) {
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discard;
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}
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fragPos4f.xyz *= 2.0;
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fragPos4f.xyz -= 1.0;
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fragPos4f = u_inverseViewProjMatrix4f * fragPos4f;
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fragPos4f.xyz /= fragPos4f.w;
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fragPos4f.w = 1.0;
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float l = sqrt(dot(fragPos4f.xyz, fragPos4f.xyz));
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#ifdef COMPILE_FOG_LINEAR
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float f = (l - u_linearFogParam2f.x) / (u_linearFogParam2f.y - u_linearFogParam2f.x);
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#else
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float f = 1.0 - exp(-u_expFogDensity1f * l);
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#endif
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float f2 = textureLod(u_gbufferNormalTexture, v_position2f, 0.0).a;
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vec4 fogColor4f = mix(u_fogColorDark4f, u_fogColorLight4f, f2 * f2);
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f = clamp(f, 0.0, 1.0) * fogColor4f.a;
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#ifdef COMPILE_FOG_ATMOSPHERE
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fragPos4f.xyz /= -l;
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fragPos4f.xz /= abs(fragPos4f.y) + 1.0;
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fragPos4f.xz *= 0.75;
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vec3 envMapSample3f;
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fragPos4f.xz *= vec2(-0.5, -0.25);
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fragPos4f.xz += vec2(0.5, 0.25);
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envMapSample3f = textureLod(u_environmentMap, fragPos4f.xz, 0.0).rgb + u_sunColorAdd3f;
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#ifdef COMPILE_FOG_LIGHT_SHAFTS
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f2 = textureLod(u_lightShaftsTexture, v_position2f, 0.0).r;
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envMapSample3f *= pow(f2, 2.25);
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f = (f * 0.85 + 0.2) * f2 + f * (1.0 - f2);
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#endif
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output4f = vec4(envMapSample3f * fogColor4f.rgb, f);
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#else
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output4f = vec4(fogColor4f.rgb, f);
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#endif
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}
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