- 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.
45 lines
1.2 KiB
GLSL
45 lines
1.2 KiB
GLSL
#version 330 core
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layout(location = 0) out vec4 outGBuffer0;
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layout(location = 1) out vec4 outGBuffer1;
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layout(location = 2) out vec4 outGBuffer2;
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in vec3 rawpos;
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in vec2 texCoord;
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in mat3 TBN;
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uniform sampler2D color_tex;
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uniform sampler2D normal_tex;
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uniform sampler3D noise_tex;
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const float NORMAL_MAP_SCALE = 8.0;
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vec2 encodeNormal(vec3 n);
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vec3 decodeSRGB(vec3 screenRGB);
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void main()
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{
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vec4 texel = texture(color_tex, texCoord);
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vec3 color = decodeSRGB(texel.rgb);
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vec3 normal_texel = texture(normal_tex, texCoord * NORMAL_MAP_SCALE).rgb;
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vec3 normal = normalize(TBN * (normal_texel * 2.0 - 1.0));
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vec3 noise_large = texture(noise_tex, rawpos * 0.0045).rgb;
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vec3 noise_small = texture(noise_tex, rawpos).rgb;
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float mix_factor = noise_large.r * noise_large.g * noise_large.b * 350.0;
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mix_factor = smoothstep(0.0, 1.0, mix_factor);
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color = mix(color, noise_small, 0.15);
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float roughness = mix(0.94, 0.98, mix_factor);
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outGBuffer0.rg = encodeNormal(normal);
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outGBuffer0.b = roughness;
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outGBuffer0.a = 1.0;
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outGBuffer1.rgb = vec3(color);
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outGBuffer1.a = 0.0;
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outGBuffer2.rgb = vec3(0.0);
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outGBuffer2.a = 1.0;
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}
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