forked from Mirrorlandia_minetest/minetest
Initial implementation of 'Godrays'
This commit is contained in:
parent
cad8e895f2
commit
04f0d545da
@ -1,13 +1,28 @@
|
|||||||
#define rendered texture0
|
#define rendered texture0
|
||||||
|
#define depthmap texture2
|
||||||
|
|
||||||
struct ExposureParams {
|
struct ExposureParams {
|
||||||
float compensationFactor;
|
float compensationFactor;
|
||||||
};
|
};
|
||||||
|
|
||||||
uniform sampler2D rendered;
|
uniform sampler2D rendered;
|
||||||
|
uniform sampler2D depthmap;
|
||||||
|
|
||||||
uniform mediump float bloomStrength;
|
uniform mediump float bloomStrength;
|
||||||
uniform ExposureParams exposureParams;
|
uniform ExposureParams exposureParams;
|
||||||
|
|
||||||
|
uniform vec3 sunPositionScreen;
|
||||||
|
uniform float sunBrightness;
|
||||||
|
uniform vec3 moonPositionScreen;
|
||||||
|
uniform float moonBrightness;
|
||||||
|
|
||||||
|
uniform vec3 dayLight;
|
||||||
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||||
|
uniform vec3 v_LightDirection;
|
||||||
|
#else
|
||||||
|
const vec3 v_LightDirection = vec3(0.0, -1.0, 0.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
#ifdef GL_ES
|
#ifdef GL_ES
|
||||||
varying mediump vec2 varTexCoord;
|
varying mediump vec2 varTexCoord;
|
||||||
#else
|
#else
|
||||||
@ -18,6 +33,80 @@ centroid varying vec2 varTexCoord;
|
|||||||
varying float exposure; // linear exposure factor, see vertex shader
|
varying float exposure; // linear exposure factor, see vertex shader
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
const float far = 1000.;
|
||||||
|
const float near = 1.;
|
||||||
|
float mapDepth(float depth)
|
||||||
|
{
|
||||||
|
return min(1., 1. / (1.00001 - depth) / far);
|
||||||
|
}
|
||||||
|
|
||||||
|
float noise(vec3 uvd) {
|
||||||
|
return fract(dot(sin(uvd * vec3(13041.19699, 27723.29171, 61029.77801)), vec3(73137.11101, 37312.92319, 10108.89991)));
|
||||||
|
}
|
||||||
|
|
||||||
|
float sampleVolumetricLight(vec2 uv, vec3 lightVec, float rawDepth)
|
||||||
|
{
|
||||||
|
lightVec = 0.5 * lightVec / lightVec.z + 0.5;
|
||||||
|
const float samples = 30.;
|
||||||
|
float result = texture2D(depthmap, uv).r < 1. ? 0.0 : 1.0;
|
||||||
|
float bias = noise(vec3(uv, rawDepth));
|
||||||
|
vec2 samplepos;
|
||||||
|
for (float i = 1.; i < samples; i++) {
|
||||||
|
samplepos = mix(uv, lightVec.xy, (i + bias) / samples);
|
||||||
|
if (min(samplepos.x, samplepos.y) > 0. && max(samplepos.x, samplepos.y) < 1.)
|
||||||
|
result += texture2D(depthmap, samplepos).r < 1. ? 0.0 : 1.0;
|
||||||
|
}
|
||||||
|
return result / samples;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
|
||||||
|
{
|
||||||
|
// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
|
||||||
|
const float beta_r0 = 1e-5; // Rayleigh scattering beta
|
||||||
|
|
||||||
|
// These factors are calculated based on expected value of scattering factor of 1e-5
|
||||||
|
// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
|
||||||
|
const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
|
||||||
|
|
||||||
|
const float atmosphere_height = 15000.; // height of the atmosphere in meters
|
||||||
|
// sun/moon light at the ground level, after going through the atmosphere
|
||||||
|
return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 applyVolumetricLight(vec3 color, vec2 uv, float rawDepth)
|
||||||
|
{
|
||||||
|
vec3 lookDirection = normalize(vec3(uv.x * 2. - 1., uv.y * 2. - 1., rawDepth));
|
||||||
|
vec3 lightSourceTint = vec3(1.0, 0.98, 0.4);
|
||||||
|
|
||||||
|
const float boost = 4.0;
|
||||||
|
float brightness = 0.;
|
||||||
|
vec3 sourcePosition = vec3(-1., -1., -1);
|
||||||
|
|
||||||
|
if (sunPositionScreen.z > 0. && sunBrightness > 0.) {
|
||||||
|
brightness = sunBrightness;
|
||||||
|
sourcePosition = sunPositionScreen;
|
||||||
|
}
|
||||||
|
else if (moonPositionScreen.z > 0. && moonBrightness > 0.) {
|
||||||
|
lightSourceTint = vec3(0.4, 0.9, 1.);
|
||||||
|
brightness = moonBrightness * 0.05;
|
||||||
|
sourcePosition = moonPositionScreen;
|
||||||
|
}
|
||||||
|
|
||||||
|
float cameraDirectionFactor = pow(clamp(dot(sourcePosition, vec3(0., 0., 1.)), 0.0, 0.7), 2.5);
|
||||||
|
float viewAngleFactor = pow(max(0., dot(sourcePosition, lookDirection)), 8.);
|
||||||
|
|
||||||
|
float lightFactor = brightness * sampleVolumetricLight(uv, sourcePosition, rawDepth) *
|
||||||
|
(0.05 * cameraDirectionFactor + 0.95 * viewAngleFactor);
|
||||||
|
|
||||||
|
color = mix(color, boost * getDirectLightScatteringAtGround(v_LightDirection) * dayLight, lightFactor);
|
||||||
|
|
||||||
|
// if (sunPositionScreen.z < 0.)
|
||||||
|
// color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - sunPositionScreen.xy / sunPositionScreen.z) * 1000., 0., 1.);
|
||||||
|
// if (moonPositionScreen.z < 0.)
|
||||||
|
// color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - moonPositionScreen.xy / moonPositionScreen.z) * 1000., 0., 1.);
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
vec2 uv = varTexCoord.st;
|
vec2 uv = varTexCoord.st;
|
||||||
@ -31,5 +120,9 @@ void main(void)
|
|||||||
color *= exposure;
|
color *= exposure;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
float rawDepth = texture2D(depthmap, uv).r;
|
||||||
|
|
||||||
|
color = applyVolumetricLight(color, uv, rawDepth);
|
||||||
|
|
||||||
gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
|
gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
|
||||||
}
|
}
|
||||||
|
@ -404,6 +404,10 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
|
|||||||
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
|
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
|
||||||
float m_bloom_radius;
|
float m_bloom_radius;
|
||||||
CachedPixelShaderSetting<float> m_saturation_pixel;
|
CachedPixelShaderSetting<float> m_saturation_pixel;
|
||||||
|
CachedPixelShaderSetting<float, 3> m_sun_position_pixel;
|
||||||
|
CachedPixelShaderSetting<float> m_sun_brightness_pixel;
|
||||||
|
CachedPixelShaderSetting<float, 3> m_moon_position_pixel;
|
||||||
|
CachedPixelShaderSetting<float> m_moon_brightness_pixel;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
void onSettingsChange(const std::string &name)
|
void onSettingsChange(const std::string &name)
|
||||||
@ -461,7 +465,11 @@ public:
|
|||||||
m_bloom_intensity_pixel("bloomIntensity"),
|
m_bloom_intensity_pixel("bloomIntensity"),
|
||||||
m_bloom_strength_pixel("bloomStrength"),
|
m_bloom_strength_pixel("bloomStrength"),
|
||||||
m_bloom_radius_pixel("bloomRadius"),
|
m_bloom_radius_pixel("bloomRadius"),
|
||||||
m_saturation_pixel("saturation")
|
m_saturation_pixel("saturation"),
|
||||||
|
m_sun_position_pixel("sunPositionScreen"),
|
||||||
|
m_sun_brightness_pixel("sunBrightness"),
|
||||||
|
m_moon_position_pixel("moonPositionScreen"),
|
||||||
|
m_moon_brightness_pixel("moonBrightness")
|
||||||
{
|
{
|
||||||
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
|
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
|
||||||
g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
|
g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
|
||||||
@ -579,6 +587,51 @@ public:
|
|||||||
}
|
}
|
||||||
float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
|
float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
|
||||||
m_saturation_pixel.set(&saturation, services);
|
m_saturation_pixel.set(&saturation, services);
|
||||||
|
|
||||||
|
// Map directional light to screen space
|
||||||
|
auto camera_node = m_client->getCamera()->getCameraNode();
|
||||||
|
core::matrix4 transform = camera_node->getProjectionMatrix();
|
||||||
|
transform *= camera_node->getViewMatrix();
|
||||||
|
|
||||||
|
if (m_sky->getSunVisible()) {
|
||||||
|
v3f sun_position = camera_node->getAbsolutePosition() +
|
||||||
|
10000. * m_sky->getSunDirection();
|
||||||
|
transform.transformVect(sun_position);
|
||||||
|
sun_position.normalize();
|
||||||
|
|
||||||
|
float sun_position_array[3] = { sun_position.X, sun_position.Y, sun_position.Z};
|
||||||
|
m_sun_position_pixel.set(sun_position_array, services);
|
||||||
|
|
||||||
|
float sun_brightness = rangelim(107.143f * m_sky->getSunDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
|
||||||
|
m_sun_brightness_pixel.set(&sun_brightness, services);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
float sun_position_array[3] = { 0.f, 0.f, -1.f };
|
||||||
|
m_sun_position_pixel.set(sun_position_array, services);
|
||||||
|
|
||||||
|
float sun_brightness = 0.f;
|
||||||
|
m_sun_brightness_pixel.set(&sun_brightness, services);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_sky->getMoonVisible()) {
|
||||||
|
v3f moon_position = camera_node->getAbsolutePosition() +
|
||||||
|
10000. * m_sky->getMoonDirection();
|
||||||
|
transform.transformVect(moon_position);
|
||||||
|
moon_position.normalize();
|
||||||
|
|
||||||
|
float moon_position_array[3] = { moon_position.X, moon_position.Y, moon_position.Z};
|
||||||
|
m_moon_position_pixel.set(moon_position_array, services);
|
||||||
|
|
||||||
|
float moon_brightness = rangelim(107.143f * m_sky->getMoonDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
|
||||||
|
m_moon_brightness_pixel.set(&moon_brightness, services);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
float moon_position_array[3] = { 0.f, 0.f, -1.f };
|
||||||
|
m_moon_position_pixel.set(moon_position_array, services);
|
||||||
|
|
||||||
|
float moon_brightness = 0.f;
|
||||||
|
m_moon_brightness_pixel.set(&moon_brightness, services);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void onSetMaterial(const video::SMaterial &material) override
|
void onSetMaterial(const video::SMaterial &material) override
|
||||||
|
@ -171,7 +171,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
|
|||||||
|
|
||||||
// get bright spots
|
// get bright spots
|
||||||
u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
|
u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||||
RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_EXPOSURE_1 });
|
RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_EXPOSURE_1, TEXTURE_DEPTH });
|
||||||
extract_bloom->setRenderSource(buffer);
|
extract_bloom->setRenderSource(buffer);
|
||||||
extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
|
extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
|
||||||
source = TEXTURE_BLOOM;
|
source = TEXTURE_BLOOM;
|
||||||
|
Loading…
Reference in New Issue
Block a user