Cubyz/assets/cubyz/shaders/deferred_render_pass.fs
2024-12-06 21:48:06 +01:00

61 lines
1.9 KiB
GLSL

#version 430
out vec4 fragColor;
in vec2 texCoords;
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;
};
uniform Fog fog;
float zFromDepth(float depthBufferValue) {
return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);
}
float calculateFogDistance(float depthBufferValue, float fogDensity) {
float distCameraTerrain = zFromDepth(depthBufferValue)*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 && depthBufferValue != 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);
float densityAdjustment = sqrt(dot(tanXY*(texCoords*2 - 1), tanXY*(texCoords*2 - 1)) + 1);
float fogDistance = texture(depthTexture, texCoords).r*fog.density*densityAdjustment;
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;
}