forked from Mirrorlandia_minetest/minetest
100 lines
2.8 KiB
GLSL
100 lines
2.8 KiB
GLSL
uniform sampler2D baseTexture;
|
|
|
|
uniform vec4 skyBgColor;
|
|
uniform float fogDistance;
|
|
uniform vec3 eyePosition;
|
|
|
|
// The cameraOffset is the current center of the visible world.
|
|
uniform vec3 cameraOffset;
|
|
uniform float animationTimer;
|
|
|
|
varying vec3 vPosition;
|
|
// World position in the visible world (i.e. relative to the cameraOffset.)
|
|
// This can be used for many shader effects without loss of precision.
|
|
// If the absolute position is required it can be calculated with
|
|
// cameraOffset + worldPosition (for large coordinates the limits of float
|
|
// precision must be considered).
|
|
varying vec3 worldPosition;
|
|
varying lowp vec4 varColor;
|
|
#ifdef GL_ES
|
|
varying mediump vec2 varTexCoord;
|
|
#else
|
|
centroid varying vec2 varTexCoord;
|
|
#endif
|
|
varying vec3 eyeVec;
|
|
|
|
const float fogStart = FOG_START;
|
|
const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
|
|
|
|
#if ENABLE_TONE_MAPPING
|
|
|
|
/* Hable's UC2 Tone mapping parameters
|
|
A = 0.22;
|
|
B = 0.30;
|
|
C = 0.10;
|
|
D = 0.20;
|
|
E = 0.01;
|
|
F = 0.30;
|
|
W = 11.2;
|
|
equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
|
|
*/
|
|
|
|
vec3 uncharted2Tonemap(vec3 x)
|
|
{
|
|
return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
|
|
}
|
|
|
|
vec4 applyToneMapping(vec4 color)
|
|
{
|
|
color = vec4(pow(color.rgb, vec3(2.2)), color.a);
|
|
const float gamma = 1.6;
|
|
const float exposureBias = 5.5;
|
|
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
|
|
// Precalculated white_scale from
|
|
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
|
|
vec3 whiteScale = vec3(1.036015346);
|
|
color.rgb *= whiteScale;
|
|
return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
|
|
}
|
|
#endif
|
|
|
|
void main(void)
|
|
{
|
|
vec3 color;
|
|
vec2 uv = varTexCoord.st;
|
|
|
|
vec4 base = texture2D(baseTexture, uv).rgba;
|
|
#ifdef USE_DISCARD
|
|
// If alpha is zero, we can just discard the pixel. This fixes transparency
|
|
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
|
|
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
|
|
if (base.a == 0.0) {
|
|
discard;
|
|
}
|
|
#endif
|
|
|
|
color = base.rgb;
|
|
|
|
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
|
|
|
|
#if ENABLE_TONE_MAPPING
|
|
col = applyToneMapping(col);
|
|
#endif
|
|
|
|
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
|
|
// the fog will only be rendered correctly if the last operation before the
|
|
// clamp() is an addition. Else, the clamp() seems to be ignored.
|
|
// E.g. the following won't work:
|
|
// float clarity = clamp(fogShadingParameter
|
|
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
|
|
// As additions usually come for free following a multiplication, the new formula
|
|
// should be more efficient as well.
|
|
// Note: clarity = (1 - fogginess)
|
|
float clarity = clamp(fogShadingParameter
|
|
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
|
col = mix(skyBgColor, col, clarity);
|
|
col = vec4(col.rgb, base.a);
|
|
|
|
gl_FragColor = col;
|
|
}
|