forked from Mirrorlandia_minetest/minetest
e0d4a9d575
- Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom
116 lines
3.7 KiB
GLSL
116 lines
3.7 KiB
GLSL
#define rendered texture0
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#define depthmap texture1
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uniform sampler2D rendered;
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uniform sampler2D depthmap;
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uniform vec3 sunPositionScreen;
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uniform float sunBrightness;
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uniform vec3 moonPositionScreen;
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uniform float moonBrightness;
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uniform lowp float volumetricLightStrength;
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uniform vec3 dayLight;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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uniform vec3 v_LightDirection;
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#else
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const vec3 v_LightDirection = vec3(0.0, -1.0, 0.0);
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#endif
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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const float far = 1000.;
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float mapDepth(float depth)
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{
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return min(1., 1. / (1.00001 - depth) / far);
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}
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float noise(vec3 uvd) {
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return fract(dot(sin(uvd * vec3(13041.19699, 27723.29171, 61029.77801)), vec3(73137.11101, 37312.92319, 10108.89991)));
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}
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float sampleVolumetricLight(vec2 uv, vec3 lightVec, float rawDepth)
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{
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lightVec = 0.5 * lightVec / lightVec.z + 0.5;
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const float samples = 30.;
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float result = texture2D(depthmap, uv).r < 1. ? 0.0 : 1.0;
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float bias = noise(vec3(uv, rawDepth));
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vec2 samplepos;
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for (float i = 1.; i < samples; i++) {
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samplepos = mix(uv, lightVec.xy, (i + bias) / samples);
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if (min(samplepos.x, samplepos.y) > 0. && max(samplepos.x, samplepos.y) < 1.)
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result += texture2D(depthmap, samplepos).r < 1. ? 0.0 : 1.0;
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}
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return result / samples;
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}
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vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
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{
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// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
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const float beta_r0 = 1e-5; // Rayleigh scattering beta
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// These factors are calculated based on expected value of scattering factor of 1e-5
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// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
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const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
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const float atmosphere_height = 15000.; // height of the atmosphere in meters
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// sun/moon light at the ground level, after going through the atmosphere
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return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
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}
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vec3 applyVolumetricLight(vec3 color, vec2 uv, float rawDepth)
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{
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vec3 lookDirection = normalize(vec3(uv.x * 2. - 1., uv.y * 2. - 1., rawDepth));
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const float boost = 4.0;
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float brightness = 0.;
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vec3 sourcePosition = vec3(-1., -1., -1);
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if (sunPositionScreen.z > 0. && sunBrightness > 0.) {
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brightness = sunBrightness;
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sourcePosition = sunPositionScreen;
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}
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else if (moonPositionScreen.z > 0. && moonBrightness > 0.) {
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brightness = moonBrightness * 0.05;
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sourcePosition = moonPositionScreen;
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}
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float cameraDirectionFactor = pow(clamp(dot(sourcePosition, vec3(0., 0., 1.)), 0.0, 0.7), 2.5);
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float viewAngleFactor = pow(max(0., dot(sourcePosition, lookDirection)), 8.);
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float lightFactor = brightness * sampleVolumetricLight(uv, sourcePosition, rawDepth) *
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(0.05 * cameraDirectionFactor + 0.95 * viewAngleFactor);
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color = mix(color, boost * getDirectLightScatteringAtGround(v_LightDirection) * dayLight, lightFactor);
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// a factor of 5 tested well
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color *= volumetricLightStrength * 5.0;
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// if (sunPositionScreen.z < 0.)
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// color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - sunPositionScreen.xy / sunPositionScreen.z) * 1000., 0., 1.);
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// if (moonPositionScreen.z < 0.)
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// color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - moonPositionScreen.xy / moonPositionScreen.z) * 1000., 0., 1.);
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return color;
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}
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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vec3 color = texture2D(rendered, uv).rgb;
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// translate to linear colorspace (approximate)
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color = pow(color, vec3(2.2));
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if (volumetricLightStrength > 0.0) {
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float rawDepth = texture2D(depthmap, uv).r;
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color = applyVolumetricLight(color, uv, rawDepth);
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}
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gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
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}
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