armory/Shaders/volumetric_light/volumetric_light.frag.glsl
2016-12-13 01:09:17 +01:00

190 lines
9.6 KiB
GLSL

// http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "../compiled.glsl"
#include "../std/gbuffer.glsl"
uniform sampler2D gbufferD;
#ifndef _NoShadows
uniform sampler2D shadowMap;
#endif
uniform sampler2D snoise;
uniform vec2 screenSize;
uniform mat4 invVP;
uniform mat4 LWVP;
uniform vec3 viewPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform float lightRadius;
uniform float shadowsBias;
in vec4 wvpposition;
out vec4 fragColor;
const float tScat = 0.08;
const float tAbs = 0.0;
const float tExt = 0.0; //tScat + tAbs;
// const float stepLen = 1.0 / 11.0;
const float stepLen = 1.0 / 80; // Temporary..
// 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;
float density = 1.0;
float l1 = lighting(curPos) * stepLenWorld * tScat * density;
curOpticalDepth *= exp(-tExt * stepLenWorld * density);
// vec3 lightDir = (lightPos - curPos);
// vec3 lightDirNorm = -normalize(lightDir);
float visibility = 1.0;
vec4 lampPos = LWVP * vec4(curPos, 1.0);
if (lampPos.w > 0.0) {
lampPos.xyz /= lampPos.w;
lampPos.xy = lampPos.xy * 0.5 + 0.5;
float distanceFromLight = texture(shadowMap, lampPos.xy).r * 2.0 - 1.0;
visibility = float(distanceFromLight > lampPos.z - shadowsBias);
}
scatteredLightAmount += curOpticalDepth * l1 * visibility;
}
void main() {
vec2 screenPosition = wvpposition.xy / wvpposition.w;
vec2 texCoord = screenPosition * 0.5 + 0.5;
// texCoord += vec2(0.5 / screenSize); // Half pixel offset
float pixelRayMarchNoise = texture(snoise, texCoord).r;
float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
vec3 worldPos = getPos2(invVP, depth, texCoord);
vec3 viewVec = worldPos - viewPos;
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 = viewPos + viewVecNorm * startDepth;
float stepLenWorld = stepLen * (endDepth - startDepth);
float curOpticalDepth = exp(-tExt * stepLenWorld);
float scatteredLightAmount = 0.0;
curPos += stepLenWorld * viewVecNorm * (2.0 * pixelRayMarchNoise - 1.0);
// for(float l = stepLen; l < 0.99999; l += stepLen) {// Do not do the first and last steps
// Raw steps for now..
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
// }
// curOpticalDepth
fragColor = vec4(scatteredLightAmount * lightColor.rgb * volumAirColor * volumAirTurbidity, 0.0);
// fragColor = vec4(scatteredLightAmount * lightColor.rgb * ((1.0 - depth) * 10.0), 0.0);
}