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/* | |
* Copyright (c) 2023 lax1dude. All Rights Reserved. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | |
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | |
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | |
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
* | |
*/ | |
precision lowp int; | |
precision highp float; | |
precision highp sampler2D; | |
layout(location = 0) out vec4 output4f; | |
in vec2 v_position2f; | |
uniform sampler2D u_gbufferNormalTexture; | |
uniform sampler2D u_fogDepthTexture; | |
uniform sampler2D u_lightShaftsTexture; | |
uniform sampler2D u_environmentMap; | |
uniform sampler2D u_skyTexture; | |
uniform vec3 u_sunColorAdd3f; | |
uniform mat4 u_inverseViewProjMatrix4f; | |
uniform vec2 u_linearFogParam2f; | |
uniform float u_expFogDensity1f; | |
uniform vec4 u_fogColorLight4f; | |
uniform vec4 u_fogColorDark4f; | |
void main() { | |
vec4 fragPos4f = vec4(v_position2f, textureLod(u_fogDepthTexture, v_position2f, 0.0).r, 1.0); | |
if(fragPos4f.z == 0.0) { | |
discard; | |
} | |
fragPos4f.xyz *= 2.0; | |
fragPos4f.xyz -= 1.0; | |
fragPos4f = u_inverseViewProjMatrix4f * fragPos4f; | |
fragPos4f.xyz /= fragPos4f.w; | |
fragPos4f.w = 1.0; | |
float l = length(fragPos4f.xyz); | |
float f = (l - u_linearFogParam2f.x) / (u_linearFogParam2f.y - u_linearFogParam2f.x); | |
float f = 1.0 - exp(-u_expFogDensity1f * l); | |
float f2 = textureLod(u_gbufferNormalTexture, v_position2f, 0.0).a; | |
vec4 fogColor4f = mix(u_fogColorDark4f, u_fogColorLight4f, f2 * f2); | |
f = clamp(f, 0.0, 1.0) * fogColor4f.a; | |
fragPos4f.xyz /= -l; | |
fragPos4f.xz /= abs(fragPos4f.y) + 1.0; | |
fragPos4f.xz *= 0.75; | |
vec3 envMapSample3f; | |
vec3 skyboxSample3f; | |
fragPos4f.xz *= vec2(-0.5, -0.25); | |
fragPos4f.xz += vec2(0.5, 0.25); | |
envMapSample3f = textureLod(u_environmentMap, fragPos4f.xz, 0.0).rgb + u_sunColorAdd3f; | |
skyboxSample3f = textureLod(u_skyTexture, v_position2f, 0.0).rgb; | |
f2 = textureLod(u_lightShaftsTexture, v_position2f, 0.0).r * 0.95 + 0.05; | |
envMapSample3f *= (f2 * 0.8 + 0.2); | |
skyboxSample3f *= f2 * f2 * f2; | |
f = min(f + 0.15, 1.0); | |
f2 = 0.5 + f * 0.5; | |
f = max(f * 1.0375 - 0.0375, 0.0); | |
f2 = 0.3 + f * 0.7; | |
output4f = vec4(mix(envMapSample3f, skyboxSample3f, f2) * fogColor4f.rgb, f); | |
output4f = vec4(fogColor4f.rgb, f); | |
} | |