// http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106 #version 450 #include "compiled.glsl" #include "std/gbuffer.glsl" #include "std/shadows.glsl" uniform sampler2D gbufferD; #ifndef _NoShadows //!uniform sampler2D shadowMap; //!uniform samplerCube shadowMapCube; #endif uniform sampler2D snoise; uniform vec2 screenSize; uniform mat4 invVP; uniform mat4 LWVP; uniform vec3 eye; uniform vec3 lightPos; uniform float lightRadius; uniform float shadowsBias; uniform int lightShadow; uniform vec2 lightProj; in vec4 wvpposition; 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; if (lightShadow == 1) { vec4 lampPos = LWVP * vec4(curPos, 1.0); if (lampPos.w > 0.0) { lampPos.xyz /= lampPos.w; visibility = float(texture(shadowMap, lampPos.xy).r > lampPos.z - shadowsBias); } } else { // Cubemap vec3 lp = lightPos - curPos; vec3 l = normalize(lp); visibility = float(texture(shadowMapCube, -l).r + shadowsBias > lpToDepth(lp, lightProj)); } scatteredLightAmount += curOpticalDepth * l1 * visibility; } void main() { vec2 screenPosition = wvpposition.xy / wvpposition.w; vec2 texCoord = screenPosition * 0.5 + 0.5; float pixelRayMarchNoise = texture(snoise, texCoord * 100).r * 2.0 - 1.0; float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; vec3 worldPos = getPos2(invVP, depth, texCoord); 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; }