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Rembrandt: Create an effect for the fog stage. Duplicates the C++ code for now.

This commit is contained in:
Frederic Bouvier 2012-04-01 00:00:43 +02:00
parent 984bb05046
commit bdc642f068
3 changed files with 111 additions and 0 deletions

73
Effects/fog.eff Normal file
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/sunlight</name>
<technique n="11">
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<render-bin>
<bin-number>10000</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/fog.vert</vertex-shader>
<fragment-shader>Shaders/fog.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_FogColor
- fg_FogDensity
-->
</pass>
</technique>
</PropertyList>

31
Shaders/fog.frag Normal file
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uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform vec4 fg_FogColor;
uniform float fg_FogDensity;
uniform vec3 fg_Planes;
varying vec3 ray;
void main() {
vec2 coords = gl_TexCoord[0].xy;
float initialized = texture2D( spec_emis_tex, coords ).a;
if ( initialized < 0.1 )
discard;
vec3 normal;
normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
float len = length(normal);
normal /= len;
vec3 viewDir = normalize(ray);
float depth = texture2D( depth_tex, coords ).r;
vec3 pos;
pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
pos.xy = viewDir.xy / viewDir.z * pos.z;
float fogFactor = 0.0;
const float LOG2 = 1.442695;
fogFactor = exp2(-fg_FogDensity * fg_FogDensity * pos.z * pos.z * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = vec4(fg_FogColor.rgb, 1.0 - fogFactor);
}

7
Shaders/fog.vert Normal file
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uniform mat4 fg_ProjectionMatrixInverse;
varying vec3 ray;
void main() {
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
}