c4d19877cf
- New atmosphering rendering technique based on my own work. - Attempt to fix some remaining transparency issues. - Use a luminance histogram for auto exposure. - Add support for clustered shading. - Add WS 2.0 shaders. - Add 3D cloud shaders. - Add orthoscenery support.
85 lines
2.5 KiB
GLSL
85 lines
2.5 KiB
GLSL
#version 330 core
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out vec3 fragColor;
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in vec2 texCoord;
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uniform sampler2D gbuffer0_tex;
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uniform sampler2D gbuffer1_tex;
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uniform sampler2D depth_tex;
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uniform samplerCube prefiltered_envmap;
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uniform sampler2D transmittance_lut;
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uniform mat4 fg_ViewMatrixInverse;
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uniform vec3 fg_SunDirection;
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uniform float fg_SunZenithCosTheta;
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const float PI = 3.14159265359;
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const float RECIPROCAL_PI = 0.31830988618;
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const float MAX_PREFILTERED_LOD = 4.0;
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const vec3 EXTRATERRESTRIAL_SOLAR_ILLUMINANCE = vec3(128.0);
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vec3 decodeNormal(vec2 f);
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vec3 positionFromDepth(vec2 pos, float depth);
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vec3 add_aerial_perspective(vec3 color, vec2 coord, float depth);
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float F_Schlick(float VdotH, float F0)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);
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}
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float D_GGX(float NdotH, float a2)
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{
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float f = (NdotH * a2 - NdotH) * NdotH + 1.0;
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return a2 / (PI * f * f);
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}
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void main()
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{
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vec4 gbuffer0 = texture(gbuffer0_tex, texCoord);
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vec4 gbuffer1 = texture(gbuffer1_tex, texCoord);
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float depth = texture(depth_tex, texCoord).r;
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// Unpack G-Buffer
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vec3 n = decodeNormal(gbuffer0.rg);
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vec3 seaColor = gbuffer1.rgb;
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vec3 pos = positionFromDepth(texCoord, depth);
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vec3 v = normalize(-pos);
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vec3 l = fg_SunDirection;
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vec3 reflected = reflect(-v, n);
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vec3 worldNormal = (fg_ViewMatrixInverse * vec4(n, 0.0)).xyz;
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vec3 worldReflected = (fg_ViewMatrixInverse * vec4(reflected, 0.0)).xyz;
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float NdotL = clamp(dot(n, l), 0.0, 1.0);
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float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
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vec3 h = normalize(v + l);
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float NdotH = clamp(dot(n, h), 0.0, 1.0);
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// Get transmittance from Sun to the sea surface (assume the water is
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// always at sea level, i.e. normalizedAltitude = 0)
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vec3 transmittance = texture(transmittance_lut,
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vec2(fg_SunZenithCosTheta * 0.5 + 0.5, 0.0)).rgb;
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vec3 sunIntensity = EXTRATERRESTRIAL_SOLAR_ILLUMINANCE * transmittance;
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const float f0 = 0.02; // For IOR=1.33
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float fresnel = F_Schlick(NdotV, f0);
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// Refracted light
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vec3 Esky = textureLod(prefiltered_envmap, worldNormal, MAX_PREFILTERED_LOD).rgb;
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vec3 refracted = seaColor * Esky * RECIPROCAL_PI;
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// Reflected sky light
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vec3 reflection = textureLod(prefiltered_envmap, worldReflected, 1.0).rgb;
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vec3 color = mix(refracted, reflection, fresnel);
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// Add reflected Sun light
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color += RECIPROCAL_PI * fresnel * D_GGX(NdotH, 0.001) * sunIntensity * NdotL;
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color = add_aerial_perspective(color, texCoord, length(pos));
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fragColor = color;
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}
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