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

161 lines
5.3 KiB
GLSL

#line 2
/*
* 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;
precision highp sampler2DShadow;
in vec2 v_position2f;
layout(location = 0) out float output1f;
uniform sampler2D u_gbufferDepthTexture;
uniform sampler2DShadow u_sunShadowDepthTexture;
uniform sampler2D u_ditherTexture;
uniform mat4 u_inverseViewProjMatrix4f;
uniform vec2 u_ditherScale2f;
uniform vec3 u_eyePosition3f;
uniform float u_sampleStep1f;
#define SAMPLES_PER_STEP 8.0
#define SAMPLES_PER_STEP_1 0.125
#ifdef COMPILE_SUN_SHADOW_LOD0
uniform mat4 u_sunShadowMatrixLOD04f;
#define SUN_SHADOW_MAP_FRAC 1.0
#endif
#ifdef COMPILE_SUN_SHADOW_LOD1
uniform mat4 u_sunShadowMatrixLOD04f;
uniform mat4 u_sunShadowMatrixLOD14f;
#define SUN_SHADOW_MAP_FRAC 0.5
#endif
#ifdef COMPILE_SUN_SHADOW_LOD2
uniform mat4 u_sunShadowMatrixLOD04f;
uniform mat4 u_sunShadowMatrixLOD14f;
uniform mat4 u_sunShadowMatrixLOD24f;
#define SUN_SHADOW_MAP_FRAC 0.3333333
#endif
float shadow(in vec3 coords) {
vec4 shadowSpacePosition = u_sunShadowMatrixLOD04f * vec4(coords, 1.0);
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
}
#if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2)
shadowSpacePosition = u_sunShadowMatrixLOD14f * vec4(coords, 1.0);
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
shadowSpacePosition.y += 1.0;
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
}
#endif
#ifdef COMPILE_SUN_SHADOW_LOD2
shadowSpacePosition = u_sunShadowMatrixLOD24f * vec4(coords, 1.0);
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
shadowSpacePosition.y += 2.0;
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
}
#endif
return -1.0;
}
#define STEP2DST(stepNum) (stepNum * stepNum * 0.06 + stepNum * 0.05)
void main() {
output1f = 0.0;
float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
if(depth < 0.00001) {
return;
}
vec4 fragPos4f = vec4(v_position2f, depth, 1.0);
fragPos4f.xyz *= 2.0;
fragPos4f.xyz -= 1.0;
fragPos4f = u_inverseViewProjMatrix4f * fragPos4f;
fragPos4f.xyz /= fragPos4f.w;
fragPos4f.w = 1.0;
fragPos4f.xyz -= u_eyePosition3f;
float viewDist = length(fragPos4f.xyz);
fragPos4f.xyz /= viewDist;
float sampleNum = textureLod(u_ditherTexture, u_ditherScale2f * v_position2f, 0.0).r;
sampleNum += u_sampleStep1f * SAMPLES_PER_STEP + 1.0;
float cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
sampleNum += 1.0;
cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
sampleNum += 1.0;
cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
sampleNum += 1.0;
cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
sampleNum += 1.0;
cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
sampleNum += 1.0;
cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
sampleNum += 1.0;
cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
sampleNum += 1.0;
cloudSample = STEP2DST(sampleNum);
if(cloudSample > viewDist) return;
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
if(cloudSample < 0.0) return;
output1f += cloudSample * SAMPLES_PER_STEP_1;
}