mirror of
https://github.com/PixelGuys/Cubyz.git
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61 lines
1.9 KiB
GLSL
61 lines
1.9 KiB
GLSL
#version 430
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out vec4 fragColor;
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in vec2 texCoords;
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uniform sampler2D color;
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uniform sampler2D depthTexture;
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uniform float zNear;
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uniform float zFar;
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uniform vec2 tanXY;
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layout(binding = 5) uniform sampler2D bloomColor;
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struct Fog {
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vec3 color;
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float density;
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};
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uniform Fog fog;
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float zFromDepth(float depthBufferValue) {
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return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);
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}
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float calculateFogDistance(float depthBufferValue, float fogDensity) {
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float distCameraTerrain = zFromDepth(depthBufferValue)*fogDensity;
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float distFromCamera = 0;
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float distFromTerrain = distFromCamera - distCameraTerrain;
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if(distCameraTerrain < 10) { // Resolution range is sufficient.
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return distFromTerrain;
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} else {
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// Here we have a few options to deal with this. We could for example weaken the fog effect to fit the entire range.
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// I decided to keep the fog strength close to the camera and far away, with a fog-free region in between.
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// 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)
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if(distFromTerrain > -5 && depthBufferValue != 0) {
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return distFromTerrain;
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} else if(distFromCamera < 5) {
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return distFromCamera - 10;
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} else {
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return -5;
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}
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}
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}
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vec3 applyFrontfaceFog(float fogDistance, vec3 fogColor, vec3 inColor) {
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float fogFactor = exp(-fogDistance);
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inColor *= fogFactor;
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inColor += fogColor;
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inColor -= fogColor*fogFactor;
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return inColor;
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}
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void main() {
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fragColor = texture(color, texCoords);
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fragColor += texture(bloomColor, texCoords);
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float densityAdjustment = sqrt(dot(tanXY*(texCoords*2 - 1), tanXY*(texCoords*2 - 1)) + 1);
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float fogDistance = texture(depthTexture, texCoords).r*fog.density*densityAdjustment;
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fragColor.rgb = applyFrontfaceFog(fogDistance, fog.color, fragColor.rgb);
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float maxColor = max(1.0, max(fragColor.r, max(fragColor.g, fragColor.b)));
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fragColor.rgb = fragColor.rgb/maxColor;
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} |