Cubyz/assets/cubyz/shaders/chunks/transparent_fragment.fs
2025-05-02 15:49:01 +02:00

199 lines
7.2 KiB
GLSL

#version 460
layout(location = 0) in vec3 mvVertexPos;
layout(location = 1) in vec3 direction;
layout(location = 2) in vec3 light;
layout(location = 3) in vec2 uv;
layout(location = 4) flat in vec3 normal;
layout(location = 5) flat in int textureIndex;
layout(location = 6) flat in int isBackFace;
layout(location = 7) flat in int ditherSeed;
layout(location = 8) flat in float distanceForLodCheck;
layout(location = 9) flat in int opaqueInLod;
layout(binding = 0) uniform sampler2DArray textureSampler;
layout(binding = 1) uniform sampler2DArray emissionSampler;
layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
layout(binding = 4) uniform samplerCube reflectionMap;
layout(binding = 5) uniform sampler2D depthTexture;
uniform float reflectionMapSize;
uniform float contrast;
uniform ivec3 playerPositionInteger;
uniform vec3 playerPositionFraction;
layout(location = 0, index = 0) out vec4 fragColor;
layout(location = 0, index = 1) out vec4 blendColor;
struct Fog {
vec3 color;
float density;
float fogLower;
float fogHigher;
};
layout(std430, binding = 1) buffer _animatedTexture
{
float animatedTexture[];
};
struct FogData {
float fogDensity;
uint fogColor;
};
layout(std430, binding = 7) buffer _fogData
{
FogData fogData[];
};
float lightVariation(vec3 normal) {
const vec3 directionalPart = vec3(0, contrast/2, contrast);
const float baseLighting = 1 - contrast;
return baseLighting + dot(normal, directionalPart);
}
uniform float zNear;
uniform float zFar;
uniform Fog fog;
vec3 unpackColor(uint color) {
return vec3(
color>>16 & 255u,
color>>8 & 255u,
color & 255u
)/255.0;
}
float zFromDepth(float depthBufferValue) {
return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);
}
float densityIntegral(float dist, float zStart, float zDist, float fogLower, float fogHigher) {
// The density is constant until fogLower, then gets smaller linearly until reaching fogHigher, past which there is no fog.
if(zDist < 0) {
zStart += zDist;
zDist = -zDist;
}
if(abs(zDist) < 0.001) {
zDist = 0.001;
}
float beginLower = min(fogLower, zStart);
float endLower = min(fogLower, zStart + zDist);
float beginMid = max(fogLower, min(fogHigher, zStart));
float endMid = max(fogLower, min(fogHigher, zStart + zDist));
float midIntegral = -0.5*(endMid - fogHigher)*(endMid - fogHigher)/(fogHigher - fogLower) - -0.5*(beginMid - fogHigher)*(beginMid - fogHigher)/(fogHigher - fogLower);
if(fogHigher == fogLower) midIntegral = 0;
return (endLower - beginLower + midIntegral)/zDist*dist;
}
float calculateFogDistance(float dist, float densityAdjustment, float zStart, float zScale, float fogDensity, float fogLower, float fogHigher) {
float distCameraTerrain = densityIntegral(dist*densityAdjustment, zStart, zScale*dist*densityAdjustment, fogLower, fogHigher)*fogDensity;
float distFromCamera = abs(densityIntegral(mvVertexPos.y*densityAdjustment, zStart, zScale*mvVertexPos.y*densityAdjustment, fogLower, fogHigher))*fogDensity;
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) {
return distFromTerrain;
} else if(distFromCamera < 5) {
return distFromCamera - 10;
} else {
return -5;
}
}
}
void applyFrontfaceFog(float fogDistance, vec3 fogColor) {
float fogFactor = exp(fogDistance);
fragColor.rgb = fogColor*(1 - fogFactor);
fragColor.a = fogFactor;
}
void applyBackfaceFog(float fogDistance, vec3 fogColor) {
float fogFactor = exp(-fogDistance);
fragColor.rgb = fragColor.rgb*fogFactor + fogColor*(1 - fogFactor);
fragColor.a *= fogFactor;
}
vec4 fixedCubeMapLookup(vec3 v) { // Taken from http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
float M = max(max(abs(v.x), abs(v.y)), abs(v.z));
float scale = (reflectionMapSize - 1)/reflectionMapSize;
if (abs(v.x) != M) v.x *= scale;
if (abs(v.y) != M) v.y *= scale;
if (abs(v.z) != M) v.z *= scale;
return texture(reflectionMap, v);
}
void main() {
float animatedTextureIndex = animatedTexture[textureIndex];
vec3 textureCoords = vec3(uv, animatedTextureIndex);
float normalVariation = lightVariation(normal);
float densityAdjustment = sqrt(dot(mvVertexPos, mvVertexPos))/abs(mvVertexPos.y);
float dist = zFromDepth(texelFetch(depthTexture, ivec2(gl_FragCoord.xy), 0).r);
float fogDistance = calculateFogDistance(dist, densityAdjustment, playerPositionFraction.z, normalize(direction).z, fogData[int(animatedTextureIndex)].fogDensity, 1e10, 1e10);
float airFogDistance = calculateFogDistance(dist, densityAdjustment, playerPositionFraction.z, normalize(direction).z, fog.density, fog.fogLower - playerPositionInteger.z, fog.fogHigher - playerPositionInteger.z);
vec3 fogColor = unpackColor(fogData[int(animatedTextureIndex)].fogColor);
vec3 pixelLight = max(light*normalVariation, texture(emissionSampler, textureCoords).r*4);
vec4 textureColor = texture(textureSampler, textureCoords)*vec4(pixelLight, 1);
float reflectivity = texture(reflectivityAndAbsorptionSampler, textureCoords).a;
float fresnelReflection = (1 + dot(normalize(direction), normal));
fresnelReflection *= fresnelReflection;
fresnelReflection *= min(1, 2*reflectivity); // Limit it to 2*reflectivity to avoid making every block reflective.
reflectivity = reflectivity*fixedCubeMapLookup(reflect(direction, normal)).x;
reflectivity = reflectivity*(1 - fresnelReflection) + fresnelReflection;
textureColor.rgb *= textureColor.a;
textureColor.rgb += reflectivity*pixelLight;
blendColor.rgb = vec3((1 - textureColor.a)*(1 - fresnelReflection));
if(isBackFace == 0) {
vec3 absorption = texture(reflectivityAndAbsorptionSampler, textureCoords).rgb;
blendColor.rgb *= absorption;
// Fake reflection:
// TODO: Change this when it rains.
// TODO: Normal mapping.
textureColor.rgb += texture(emissionSampler, textureCoords).rgb;
if(fogData[int(animatedTextureIndex)].fogDensity == 0.0) {
// Apply the air fog, compensating for the potentially missing back-face:
applyFrontfaceFog(airFogDistance, fog.color);
} else {
// Apply the block fog:
applyFrontfaceFog(fogDistance, fogColor);
}
// Apply the texture+absorption
fragColor.rgb *= blendColor.rgb;
fragColor.rgb += textureColor.rgb;
// Apply the air fog:
applyBackfaceFog(airFogDistance, fog.color);
} else {
// Apply the air fog:
applyFrontfaceFog(airFogDistance, fog.color);
// Apply the texture:
fragColor.rgb *= blendColor.rgb;
fragColor.rgb += textureColor.rgb;
// Apply the block fog:
if(fogData[int(animatedTextureIndex)].fogDensity == 0.0) {
// Apply the air fog, compensating for the above line where I compensated for the potentially missing back-face.
applyBackfaceFog(airFogDistance, fog.color);
} else {
applyBackfaceFog(fogDistance, fogColor);
}
}
blendColor.rgb *= fragColor.a;
fragColor.a = 1;
}