239 lines
6.2 KiB
GLSL
239 lines
6.2 KiB
GLSL
@vs vs_trile
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in vec4 position;
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in vec4 normal;
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in vec4 centre;
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in vec4 instance;
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layout(binding=0) uniform trile_vs_params {
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mat4 mvp;
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vec3 camera;
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};
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out vec3 cam;
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out vec3 to_center;
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out vec3 vpos; // The actual position;
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out vec3 ipos; // Trile space position;
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out vec4 fnormal;
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void main() {
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gl_Position = mvp * vec4(position.xyz + instance.xyz, 1.0);
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fnormal = normal;
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to_center = centre.xyz - position.xyz;
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vpos = position.xyz + instance.xyz;
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ipos = position.xyz;
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cam = camera;
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}
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@end
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@fs fs_trile
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layout(binding=1) uniform trile_world_config {
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vec3 skyBase;
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vec3 skyTop;
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vec3 sunDisk;
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vec3 horizonHalo;
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vec3 sunHalo;
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vec3 sunLightColor;
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vec3 sunPosition;
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float sunIntensity;
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float skyIntensity;
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int hasClouds;
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int hasPlane;
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float planeHeight;
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int planeType;
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float time;
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};
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in vec3 cam;
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in vec3 to_center;
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in vec3 vpos;
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in vec3 ipos;
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in vec4 fnormal;
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out vec4 frag_color;
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layout(binding = 0) uniform texture2D triletex;
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layout(binding = 0) uniform sampler trilesmp;
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const float PI = 3.1412854;
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// --- SKY START ---
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const float cirrus = 0.5;
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const float cumulus = 20.0;
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float hash(float n)
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{
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return fract(sin(n) * 43758.5453123);
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}
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float noise(vec3 x)
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{
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vec3 f = fract(x);
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float n = dot(floor(x), vec3(1.0, 157.0, 113.0));
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return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
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mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
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mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
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mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
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}
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const mat3 m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
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float fbm(vec3 p)
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{
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float f = 0.0;
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f += noise(p) / 2.0; p = m * p * 1.1;
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f += noise(p) / 4.0; p = m * p * 1.2;
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f += noise(p) / 6.0; p = m * p * 1.3;
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f += noise(p) / 12.0; p = m * p * 1.4;
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f += noise(p) / 24.0;
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return f;
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}
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vec3 filmic_aces(vec3 v)
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{
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v = v * mat3(
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0.59719f, 0.35458f, 0.04823f,
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0.07600f, 0.90834f, 0.01566f,
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0.02840f, 0.13383f, 0.83777f
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);
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return (v * (v + 0.0245786f) - 9.0537e-5f) /
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(v * (0.983729f * v + 0.4329510f) + 0.238081f) * mat3(
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1.60475f, -0.53108f, -0.07367f,
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-0.10208f, 1.10813f, -0.00605f,
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-0.00327f, -0.07276f, 1.07602f
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);
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}
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vec3 sky(vec3 skypos, vec3 sunpos) {
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vec3 sunCol = sunDisk.xyz;
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vec3 baseSky = skyBase.xyz;
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vec3 topSky = skyTop.xyz;
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float sDist = dot(normalize(skypos), normalize(sunpos));
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vec3 npos = normalize(skypos);
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vec3 skyGradient = mix(baseSky, topSky, clamp(skypos.y * 2.0, 0.0, 0.7));
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vec3 final = skyGradient;
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final += sunHalo.xyz * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
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// Sun disk
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if(sDist > 0.9999) {
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final = sunDisk.xyz;
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}
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// Horizon halo
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final += mix(horizonHalo.xyz, vec3(0.0,0.0,0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
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final = vec3(final);
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// Cirrus Clouds
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if(hasClouds == 1) {
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float density = smoothstep(1.0 - cirrus, 1.0, fbm(npos.xyz / npos.y * 2.0 + time * 0.05)) * 0.3;
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final.rgb = mix(final.rgb, vec3(1.0, 1.0, 1.0), max(0.0, npos.y) * density * 2.0);
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}
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return final;
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}
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// ---- SKY END ----
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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void main() {
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//frag_color = vec4((fnormal.xyz + vec3(1.0, 1.0, 1.0)) * 0.5, 1.0);
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vec3 pos_after_adjust = ipos - fnormal.xyz * 0.02;
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int count = 0;
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vec4 trixel_material;
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while (count < 5) {
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int xpos = int(clamp(pos_after_adjust.z, 0.0001, 0.99999) * 16.0);
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int ypos = int(clamp(pos_after_adjust.y, 0.0001, 0.99999) * 16.0);
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int zpos = int(clamp(pos_after_adjust.x, 0.0001, 0.99999) * 16.0);
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trixel_material = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos, ypos + zpos * 16), 0);
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if (length(trixel_material) > 0.01) break; // @ToDo: Replace with proper null trixel check.
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pos_after_adjust += to_center * 0.1;
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count++;
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}
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vec3 albedo = trixel_material.xyz;
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int packedMaterial = int(round(trixel_material.w*255.0));
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float emittance = float((packedMaterial >> 1) & 0x3) / 3.0;
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int roughnessInt = (packedMaterial >> 5) & 0x7;
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float roughness = max(float(roughnessInt) / 7.0, 0.05);
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float metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
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// Ambient light.
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vec3 light = 0.2 * albedo;
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vec3 N = normalize(fnormal.xyz);
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vec3 V = normalize(cam - vpos.xyz);
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vec3 L = normalize(sunPosition);
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vec3 H = normalize(V + L);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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float NdotL = max(dot(N, L), 0.0);
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vec3 kD = vec3(1.0) - F;
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kD *= 1.0 - metallic;
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light += (kD * albedo / PI + specular) * NdotL * sunLightColor * sunIntensity;
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vec3 R = reflect(-V, N);
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vec3 modifier = vec3(1.0);
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if(R.y < 0.0) {
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R = reflect(R, vec3(0.0,1.0,0.0));
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modifier = vec3(0.7, 0.9, 0.7);
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}
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vec3 samp = sky(R, sunPosition);
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// light += F * samp * modifier;
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frag_color = vec4(vec3(light), 1.0);
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}
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@end
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@program trile vs_trile fs_trile
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