Cubyz/assets/cubyz/shaders/deferred_render_pass.fs
IntegratedQuantum 9898db654b Specify the location of all shader in/out parameters.
also normalized the version and layout formatting
progress towards #1376
2025-05-02 14:53:57 +02:00

96 lines
3.6 KiB
GLSL

#version 460
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec2 texCoords;
layout(location = 1) flat in vec3[4] directions;
uniform sampler2D color;
uniform sampler2D depthTexture;
uniform float zNear;
uniform float zFar;
uniform vec2 tanXY;
layout(binding = 5) uniform sampler2D bloomColor;
struct Fog {
vec3 color;
float density;
float fogLower;
float fogHigher;
};
uniform Fog fog;
uniform ivec3 playerPositionInteger;
uniform vec3 playerPositionFraction;
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 = 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 && dist != 0) {
return distFromTerrain;
} else if(distFromCamera < 5) {
return distFromCamera - 10;
} else {
return -5;
}
}
}
vec3 applyFrontfaceFog(float fogDistance, vec3 fogColor, vec3 inColor) {
float fogFactor = exp(fogDistance);
inColor *= fogFactor;
inColor += fogColor;
inColor -= fogColor*fogFactor;
return inColor;
}
void main() {
fragColor = texture(color, texCoords);
fragColor += texture(bloomColor, texCoords);
vec2 clampedTexCoords = (floor(texCoords*vec2(textureSize(color, 0))) + 0.5)/vec2(textureSize(color, 0));
vec3 direction = clampedTexCoords.x*(
clampedTexCoords.y*directions[0] + (1 - clampedTexCoords.y)*directions[1]
) + (1 - clampedTexCoords.x)*(
clampedTexCoords.y*directions[2] + (1 - clampedTexCoords.y)*directions[3]
);
float densityAdjustment = sqrt(dot(tanXY*(clampedTexCoords*2 - 1), tanXY*(clampedTexCoords*2 - 1)) + 1);
float dist = zFromDepth(texture(depthTexture, texCoords).r);
float fogDistance = calculateFogDistance(dist, densityAdjustment, playerPositionFraction.z, normalize(direction).z, fog.density, fog.fogLower - playerPositionInteger.z, fog.fogHigher - playerPositionInteger.z);
fragColor.rgb = applyFrontfaceFog(fogDistance, fog.color, fragColor.rgb);
float maxColor = max(1.0, max(fragColor.r, max(fragColor.g, fragColor.b)));
fragColor.rgb = fragColor.rgb/maxColor;
}