#version 330 core out vec3 fragColor; in vec2 texCoord; uniform sampler2D gbuffer0_tex; uniform sampler2D gbuffer1_tex; uniform sampler2D depth_tex; uniform samplerCube prefiltered_envmap; uniform sampler2D transmittance_lut; uniform mat4 fg_ViewMatrixInverse; uniform vec3 fg_SunDirection; uniform float fg_SunZenithCosTheta; const float PI = 3.14159265359; const float RECIPROCAL_PI = 0.31830988618; const float MAX_PREFILTERED_LOD = 4.0; const vec3 EXTRATERRESTRIAL_SOLAR_ILLUMINANCE = vec3(128.0); vec3 decodeNormal(vec2 enc); vec3 positionFromDepth(vec2 pos, float depth); vec3 addAerialPerspective(vec3 color, vec2 coord, float depth); float F_Schlick(float VdotH, float F0) { return F0 + (1.0 - F0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0); } float D_GGX(float NdotH, float a2) { float f = (NdotH * a2 - NdotH) * NdotH + 1.0; return a2 / (PI * f * f); } void main() { float depth = texture(depth_tex, texCoord).r; vec3 pos = positionFromDepth(texCoord, depth); vec3 v = normalize(-pos); vec3 n = decodeNormal(texture(gbuffer1_tex, texCoord).rg); vec3 l = fg_SunDirection; vec3 reflected = reflect(-v, n); vec3 worldNormal = (fg_ViewMatrixInverse * vec4(n, 0.0)).xyz; vec3 worldReflected = (fg_ViewMatrixInverse * vec4(reflected, 0.0)).xyz; float NdotL = clamp(dot(n, l), 0.0, 1.0); float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); vec3 h = normalize(v + l); float NdotH = clamp(dot(n, h), 0.0, 1.0); // Get transmittance from Sun to the sea surface (assume the water is // always at sea level, i.e. normalizedAltitude = 0) vec3 transmittance = texture(transmittance_lut, vec2(fg_SunZenithCosTheta * 0.5 + 0.5, 0.0)).rgb; vec3 sunIntensity = EXTRATERRESTRIAL_SOLAR_ILLUMINANCE * transmittance; const float f0 = 0.02; // For IOR=1.33 float fresnel = F_Schlick(NdotV, f0); // Refracted light vec3 seaColor = texture(gbuffer0_tex, texCoord).rgb; vec3 Esky = textureLod(prefiltered_envmap, worldNormal, MAX_PREFILTERED_LOD).rgb; vec3 refracted = seaColor * Esky * RECIPROCAL_PI; // Reflected sky light vec3 reflection = textureLod(prefiltered_envmap, worldReflected, 1.0).rgb; vec3 color = mix(refracted, reflection, fresnel); // Add reflected Sun light color += RECIPROCAL_PI * fresnel * D_GGX(NdotH, 0.001) * sunIntensity * NdotL; color = addAerialPerspective(color, texCoord, length(pos)); fragColor = color; }