eaglercraft-1.8/sources/resources/assets/eagler/glsl/deferred/deferred_fog.fsh

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