#version 310 es | |
precision mediump float; | |
#define DEBUG_NONE 0 | |
#define DEBUG_DIFFUSE 1 | |
#define DEBUG_SPECULAR 2 | |
#define DEBUG_LIGHTING 3 | |
#define DEBUG_FOG 4 | |
#define DEBUG DEBUG_NONE | |
#define FORWARD 0 | |
#define DEFERRED 1 | |
#define DEFERRED_VTEX 2 | |
float saturate(float x) { return clamp(x, 0.0, 1.0); } | |
layout(std140, binding = 4) uniform GlobalPSData | |
{ | |
vec4 g_CamPos; | |
vec4 g_SunDir; | |
vec4 g_SunColor; | |
vec4 g_ResolutionParams; | |
vec4 g_TimeParams; | |
vec4 g_FogColor_Distance; | |
}; | |
vec4 ComputeFogFactor(vec3 WorldPos) | |
{ | |
vec4 FogData; | |
vec3 vEye = WorldPos - g_CamPos.xyz; | |
vec3 nEye = normalize(vEye); | |
FogData.w = exp(-dot(vEye, vEye) * g_FogColor_Distance.w * 0.75); | |
float fog_sun_factor = pow(saturate(dot(nEye, g_SunDir.xyz)), 8.0); | |
FogData.xyz = mix(vec3(1.0, 1.0, 1.0), vec3(0.6, 0.6, 0.9), nEye.y * 0.5 + 0.5); | |
FogData.xyz = mix(FogData.xyz, vec3(0.95, 0.87, 0.78), fog_sun_factor); | |
return FogData; | |
} | |
void ApplyFog(inout vec3 Color, vec4 FogData) | |
{ | |
Color = mix(FogData.xyz, Color, FogData.w); | |
} | |
void ApplyLighting(inout mediump vec3 Color, mediump float DiffuseFactor) | |
{ | |
mediump vec3 DiffuseLight = g_SunColor.xyz * DiffuseFactor; | |
mediump vec3 AmbientLight = vec3(0.2, 0.35, 0.55) * 0.5; | |
mediump vec3 Lighting = DiffuseLight + AmbientLight; | |
#if DEBUG == DEBUG_LIGHTING | |
Color = Lighting; | |
#else | |
Color *= Lighting; | |
#endif | |
} | |
#define SPECULAR 0 | |
#define GLOSSMAP 0 | |
void ApplySpecular(inout mediump vec3 Color, mediump vec3 EyeVec, mediump vec3 Normal, mediump vec3 SpecularColor, mediump float Shininess, mediump float FresnelAmount) | |
{ | |
mediump vec3 HalfAngle = normalize(-EyeVec + g_SunDir.xyz); | |
mediump float v_dot_h = saturate(dot(HalfAngle, -EyeVec)); | |
mediump float n_dot_l = saturate(dot(Normal, g_SunDir.xyz)); | |
mediump float n_dot_h = saturate(dot(Normal, HalfAngle)); | |
mediump float n_dot_v = saturate(dot(-EyeVec, Normal)); | |
mediump float h_dot_l = saturate(dot(g_SunDir.xyz, HalfAngle)); | |
const mediump float roughness_value = 0.25; | |
mediump float r_sq = roughness_value * roughness_value; | |
mediump float n_dot_h_sq = n_dot_h * n_dot_h; | |
mediump float roughness_a = 1.0 / (4.0 * r_sq * n_dot_h_sq * n_dot_h_sq); | |
mediump float roughness_b = n_dot_h_sq - 1.0; | |
mediump float roughness_c = r_sq * n_dot_h_sq; | |
mediump float roughness = saturate(roughness_a * exp(roughness_b / roughness_c)); | |
FresnelAmount = 0.5; | |
mediump float fresnel_term = pow(1.0 - n_dot_v, 5.0) * (1.0 - FresnelAmount) + FresnelAmount; | |
mediump float geo_numerator = 2.0 * n_dot_h; | |
mediump float geo_denominator = 1.0 / v_dot_h; | |
mediump float geo_term = min(1.0, min(n_dot_v, n_dot_l) * geo_numerator * geo_denominator); | |
#if SPECULAR || GLOSSMAP | |
Color += SpecularColor * g_SunColor.xyz * fresnel_term * roughness * n_dot_l * geo_term / (n_dot_v * n_dot_l + 0.0001); | |
#endif | |
//Color = vec3(0.025 * 1.0 / (n_dot_v * n_dot_l)); | |
} | |
layout(location = 0) in vec2 TexCoord; | |
layout(location = 1) in vec3 EyeVec; | |
layout(binding = 2) uniform sampler2D TexNormalmap; | |
//layout(binding = 3) uniform sampler2D TexScatteringLUT; | |
#define DIFFUSE_ONLY 0 | |
#define GLOBAL_RENDERER DEFERRED | |
#define OUTPUT_FEEDBACK_TEXTURE 0 | |
#if DIFFUSE_ONLY | |
layout(location = 0) out vec4 ColorOut; | |
layout(location = 1) out vec4 NormalOut; | |
#else | |
layout(location = 0) out vec4 AlbedoOut; | |
layout(location = 1) out vec4 SpecularOut; | |
layout(location = 2) out vec4 NormalOut; | |
layout(location = 3) out vec4 LightingOut; | |
#endif | |
void Resolve(vec3 Albedo, vec3 Normal, float Roughness, float Metallic) | |
{ | |
#if (GLOBAL_RENDERER == FORWARD) || OUTPUT_FEEDBACK_TEXTURE | |
float Lighting = saturate(dot(Normal, normalize(vec3(1.0, 0.5, 1.0)))); | |
ColorOut.xyz = Albedo * Lighting; | |
ColorOut.w = 1.0; | |
#elif DIFFUSE_ONLY | |
ColorOut = vec4(Albedo, 0.0); | |
NormalOut.xyz = Normal * 0.5 + 0.5; | |
NormalOut.w = 1.0; | |
// linearize and map to 0..255 range | |
ColorOut.w = -0.003921569 / (gl_FragCoord.z - 1.003921569); | |
ColorOut.w = log2(1.0 + saturate(length(EyeVec.xyz) / 200.0)); | |
ColorOut.w -= 1.0 / 255.0; | |
#else | |
LightingOut = vec4(0.0); | |
NormalOut = vec4(Normal * 0.5 + 0.5, 0.0); | |
SpecularOut = vec4(Roughness, Metallic, 0.0, 0.0); | |
AlbedoOut = vec4(Albedo, 1.0); | |
#endif | |
} | |
void main() | |
{ | |
vec3 Normal = texture(TexNormalmap, TexCoord).xyz * 2.0 - 1.0; | |
Normal = normalize(Normal); | |
vec2 scatter_uv; | |
scatter_uv.x = saturate(length(EyeVec) / 1000.0); | |
vec3 nEye = normalize(EyeVec); | |
scatter_uv.y = 0.0; //nEye.x * 0.5 + 0.5; | |
vec3 Color = vec3(0.1, 0.3, 0.1); | |
vec3 grass = vec3(0.1, 0.3, 0.1); | |
vec3 dirt = vec3(0.1, 0.1, 0.1); | |
vec3 snow = vec3(0.8, 0.8, 0.8); | |
float grass_snow = smoothstep(0.0, 0.15, (g_CamPos.y + EyeVec.y) / 200.0); | |
vec3 base = mix(grass, snow, grass_snow); | |
float edge = smoothstep(0.7, 0.75, Normal.y); | |
Color = mix(dirt, base, edge); | |
Color *= Color; | |
float Roughness = 1.0 - edge * grass_snow; | |
Resolve(Color, Normal, Roughness, 0.0); | |
} | |