#version 440 core #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #if (FLUID_MODE == FLUID_MODE_LOW) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #elif (FLUID_MODE >= FLUID_MODE_MEDIUM) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE #endif #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #include layout(location = 0) in vec3 f_pos; layout(location = 1) in vec3 f_norm; layout(location = 2) in vec4 f_col; layout(location = 3) in vec3 model_pos; layout(location = 4) flat in uint f_flags; const uint FLAG_SNOW_COVERED = 1; const uint FLAG_GLOW = 2; layout(location = 0) out vec4 tgt_color; layout(location = 1) out uvec4 tgt_mat; #include #include #include float lod_voxel_noise(vec3 f_pos) { #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL vec3 block_pos = floor(f_pos) + 0.5; //return (hash_three(uvec3((block_pos + focus_off.xyz) * 0.35)) - 0.5) * 5.0; return floor((noise_3d((block_pos + focus_off.xyz) * 0.015) - 0.5) * 5.0); #else return 0.0; #endif } void main() { #ifdef EXPERIMENTAL_BAREMINIMUM tgt_color = vec4(simple_lighting(f_pos.xyz, f_col.rgb, 1.0), 1); return; #endif vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); vec3 view_dir = -cam_to_frag; #if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) float f_alt = alt_at(f_pos.xy); #elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) float f_alt = f_pos.z; #endif #if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); #elif (SHADOW_MODE == SHADOW_MODE_NONE) float sun_shade_frac = 1.0; #endif float moon_shade_frac = 1.0; DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, f_pos); DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac); vec3 surf_color = f_col.rgb; float alpha = 1.0; const float n2 = 1.5; const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); vec3 k_a = vec3(1.0); vec3 k_d = vec3(1.0); vec3 k_s = vec3(R_s); vec3 voxel_norm = f_norm; float my_alt = f_pos.z + focus_off.z; float f_ao = 1.0; const float VOXELIZE_DIST = 2000; float voxelize_factor = clamp(1.0 - (distance(cam_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1.0); vec3 cam_dir = cam_to_frag; #ifdef EXPERIMENTAL_NOLODVOXELS //vec3 side_norm = normalize(vec3(f_norm.xy, 0)); //vec3 top_norm = vec3(0, 0, 1); voxel_norm = f_norm;//normalize(mix(side_norm, top_norm, cam_dir.z)); #else float base_surf_depth = lod_voxel_noise(f_pos); float t = -1.5 + base_surf_depth; while (t < 1.5 + base_surf_depth) { vec3 deltas = (step(vec3(0), -cam_dir) - fract(f_pos - cam_dir * t)) / -cam_dir; float m = min(min(deltas.x, deltas.y), deltas.z); t += max(m, 0.01); vec3 block_pos = floor(f_pos - cam_dir * t) + 0.5; float surf_depth = lod_voxel_noise(f_pos); if (dot(block_pos - f_pos - f_norm * surf_depth, -f_norm) < 0.0) { vec3 to_center = abs(block_pos - (f_pos - cam_dir * t)); voxel_norm = step(max(max(to_center.x, to_center.y), to_center.z), to_center) * sign(-cam_dir); voxel_norm = mix(f_norm, voxel_norm, voxelize_factor); surf_color *= mix(0.65, 1.0, hash_three(uvec3(block_pos + focus_off.xyz))); f_ao = mix(1.0, clamp(1.0 + t - surf_depth, 0.1, 1.0), voxelize_factor * max(0.0, -dot(cam_dir, f_norm))); break; } } #endif vec3 emitted_light, reflected_light; // To account for prior saturation. float max_light = 0.0; vec3 cam_attenuation = vec3(1); float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); max_light += get_sun_diffuse2(sun_info, moon_info, voxel_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, voxel_norm, 1.0, emitted_light, reflected_light); emitted_light *= f_ao; reflected_light *= f_ao; vec3 glow = vec3(0); if ((f_flags & FLAG_GLOW) > 0u) { glow += vec3(1, 0.7, 0.3) * 2; } vec3 side_color = surf_color; vec3 top_color = surf_color; if ((f_flags & FLAG_SNOW_COVERED) > 0u && f_norm.z > 0.0) { side_color = mix(side_color, vec3(0.5, 0.6, 1.0), f_norm.z); top_color = mix(top_color, surf_color * 0.3, 0.5 + f_norm.z * 0.5); } surf_color = mix(side_color, top_color, pow(fract(model_pos.z * 0.1), 2.0)); surf_color = illuminate(max_light, view_dir, surf_color * emitted_light + glow, surf_color * reflected_light); tgt_color = vec4(surf_color, 1.0); tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_LOD); }