mirror of
https://github.com/minetest/minetest.git
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d8f1daac25
This PR adds a variety of effects to enhance the visual experience. "soft" clouds look Tinted shadows Crude water reflections (sky and sun) and waves Translucent foliage Node specular highlights Adjusted fog color (more saturated where the fog is lighter) Minor changes to volumetric lighting (crudely simulates the effect of depth) Co-authored-by: sfan5 <sfan5@live.de>
118 lines
3.9 KiB
GLSL
118 lines
3.9 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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// We use the depth map to approximate the effect of depth on the light intensity.
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// The exponent was chosen based on aesthetic preference.
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return result / samples * pow(texture2D(depthmap, uv).r, 128.0);
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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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