Cubyz/assets/cubyz/shaders/deferred_render_pass.fs
2023-09-08 20:18:04 +02:00

73 lines
2.1 KiB
GLSL

#version 430
out vec4 fragColor;
in vec2 texCoords;
uniform sampler2D color;
uniform sampler2D depthTexture;
uniform int blockType;
uniform float nearPlane;
struct TextureData {
int textureIndices[6];
uint absorption;
float reflectivity;
float fogStrength;
uint fogColor;
};
layout(std430, binding = 1) buffer _textureData
{
TextureData textureData[];
};
vec3 unpackColor(uint color) {
return vec3(
color>>16 & 255u,
color>>8 & 255u,
color & 255u
)/255.0;
}
float calculateFogDistance(float depthBufferValue) {
float fogStrength = textureData[blockType].fogStrength;
float distCameraTerrain = nearPlane*fogStrength/depthBufferValue;
float distFromCamera = 0;
float distFromTerrain = distFromCamera - distCameraTerrain;
if(distCameraTerrain < 10) { // Resolution range is sufficient.
return distFromTerrain;
} else {
// Here we have a few options to deal with this. We could for example weaken the fog effect to fit the entire range.
// I decided to keep the fog strength close to the camera and far away, with a fog-free region in between.
// I decided to this because I want far away fog to work (e.g. a distant ocean) as well as close fog(e.g. the top surface of the water when the player is under it)
if(distFromTerrain > -5 && depthBufferValue != 0) {
return distFromTerrain;
} else if(distFromCamera < 5) {
return distFromCamera - 10;
} else {
return -5;
}
}
}
void main() {
fragColor = texture(color, texCoords);
if(blockType != 0) { // TODO: Handle air fog as well.
float fogDistance = calculateFogDistance(texelFetch(depthTexture, ivec2(gl_FragCoord.xy), 0).r);
vec3 fogColor = unpackColor(textureData[blockType].fogColor);
float fogFactor = exp(fogDistance);
vec4 sourceColor = vec4(fogColor, 1);
sourceColor.a = 1.0/fogFactor;
sourceColor.rgb *= sourceColor.a;
sourceColor.rgb -= fogColor;
vec3 source2Color = vec3(1);
fragColor = vec4(
source2Color*fragColor.rgb + fragColor.a*sourceColor.rgb,
fragColor.a*sourceColor.a
);
}
fragColor.rgb /= fragColor.a;
float maxColor = max(1.0, max(fragColor.r, max(fragColor.g, fragColor.b)));
fragColor.rgb = fragColor.rgb/maxColor;
}