// http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106 #version 450 #include "compiled.inc" #include "std/gbuffer.glsl" #include "std/shadows.glsl" uniform sampler2D gbufferD; #ifndef _NoShadows uniform sampler2D shadowMap; #endif uniform sampler2D snoise; #ifdef _CSM //!uniform vec4 casData[shadowmapCascades * 4 + 4]; #else uniform mat4 LWVP; #endif uniform float shadowsBias; // uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 eye; uniform vec3 eyeLook; uniform vec2 cameraProj; // uniform float lightRadius; // uniform int lightShadow; // uniform vec2 lightPlane; in vec2 texCoord; in vec3 viewRay; out float fragColor; const float tScat = 0.08; const float tAbs = 0.0; const float tExt = tScat + tAbs; const float stepLen = 1.0 / volumSteps; const float lighting = 0.4; // float lighting(vec3 p) { // vec3 L = lightPos.xyz - p.xyz; // float Ldist = length(lightPos.xyz - p.xyz); // vec3 Lnorm = L / Ldist; // float linearAtenuation = min(1.0, max(0.0, (lightRadius - Ldist) / lightRadius)); // return linearAtenuation; //* min(1.0, 1.0 / (Ldist * Ldist)); // } void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatteredLightAmount, float stepLenWorld, vec3 viewVecNorm) { curPos += stepLenWorld * viewVecNorm; const float density = 1.0; // float l1 = lighting(curPos) * stepLenWorld * tScat * density; float l1 = lighting * stepLenWorld * tScat * density; curOpticalDepth *= exp(-tExt * stepLenWorld * density); float visibility = 1.0; #ifdef _CSM mat4 LWVP = mat4(casData[4 + 0], casData[4 + 1], casData[4 + 2], casData[4 + 3]); #endif vec4 lightPosition = LWVP * vec4(curPos, 1.0); if (lightPosition.w > 0.0) { lightPosition.xyz /= lightPosition.w; visibility = float(texture(shadowMap, lightPosition.xy).r > lightPosition.z - shadowsBias); } scatteredLightAmount += curOpticalDepth * l1 * visibility; } void main() { float pixelRayMarchNoise = texture(snoise, texCoord * 100).r * 2.0 - 1.0; float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; vec3 worldPos = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj); vec3 viewVec = worldPos - eye; float worldPosDist = length(viewVec); vec3 viewVecNorm = viewVec / worldPosDist; float startDepth = 0.1; startDepth = min(worldPosDist, startDepth); float endDepth = 20.0; endDepth = min(worldPosDist, endDepth); vec3 curPos = eye + viewVecNorm * startDepth; float stepLenWorld = stepLen * (endDepth - startDepth); float curOpticalDepth = exp(-tExt * stepLenWorld); float scatteredLightAmount = 0.0; curPos += stepLenWorld * viewVecNorm * pixelRayMarchNoise; for (float l = stepLen; l < 0.99999; l += stepLen) { // Do not do the first and last steps rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm); } fragColor = scatteredLightAmount * volumAirTurbidity; }