fix semi-transparent (water) rendering
This commit is contained in:
@ -4,6 +4,7 @@ uniform sampler2D tex;
|
||||
|
||||
in vec3 fragPosWorld;
|
||||
in float fragPosLightspaceZ;
|
||||
in float fragDepthNDC;
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 fragNormal;
|
||||
in float fragLight;
|
||||
@ -20,6 +21,7 @@ void main() {
|
||||
outputPosition.xyz = fragPosWorld;
|
||||
outputPosition.w = fragPosLightspaceZ;
|
||||
outputNormal.xyz = fragNormal;
|
||||
outputNormal.w = fragDepthNDC;
|
||||
outputColor = texture(tex, fragTexCoord);
|
||||
outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
|
||||
}
|
||||
|
@ -14,6 +14,7 @@ layout (location = 3) in float light;
|
||||
|
||||
out vec3 fragPosWorld;
|
||||
out float fragPosLightspaceZ;
|
||||
out float fragDepthNDC;
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
out float fragLight;
|
||||
@ -25,6 +26,7 @@ void main() {
|
||||
fragLight = light;
|
||||
|
||||
gl_Position = projection * view * model * vec4(vert, 1);
|
||||
fragDepthNDC = gl_Position.z / gl_Position.w;
|
||||
|
||||
vec4 pos4 = model * vec4(vert, 1);
|
||||
fragPosWorld = pos4.xyz / pos4.w;
|
||||
|
109
internal/asset/shader/world/lighting.frag
Normal file
109
internal/asset/shader/world/lighting.frag
Normal file
@ -0,0 +1,109 @@
|
||||
#version 330
|
||||
|
||||
uniform sampler2D shadowmap;
|
||||
uniform mat4 lightspace;
|
||||
uniform vec3 viewPos;
|
||||
uniform vec3 sun;
|
||||
uniform vec4 fogColor;
|
||||
|
||||
// G-Buffers
|
||||
uniform sampler2D gPos;
|
||||
uniform sampler2D gNorm;
|
||||
uniform sampler2D gColor;
|
||||
// Fragment information from G-Buffers
|
||||
vec4 fragPos;
|
||||
vec4 fragPosLightspace;
|
||||
float fragPosLightspaceZ;
|
||||
vec3 fragNormal;
|
||||
vec4 fragColor;
|
||||
|
||||
in vec2 fragPosScreen;
|
||||
|
||||
out vec4 outputColor;
|
||||
|
||||
|
||||
const float gamma = 2.2;
|
||||
|
||||
const float ambient = 0.3, specularStrength = 0.08, specularShininess = 8;
|
||||
const float fogDensity = .00003;
|
||||
|
||||
|
||||
float light;
|
||||
vec4 texpixel, color;
|
||||
void lightSun();
|
||||
float lightSunShadow();
|
||||
void lightPoint(int i);
|
||||
|
||||
|
||||
void loadGBuffer() {
|
||||
vec4 fragGNormal = texture(gNorm, fragPosScreen);
|
||||
fragNormal = fragGNormal.xyz;
|
||||
if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
|
||||
discard;
|
||||
|
||||
gl_FragDepth = fragGNormal.w * 0.5 + 0.5;
|
||||
|
||||
vec4 fragGPos = texture(gPos, fragPosScreen);
|
||||
fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
|
||||
fragPosLightspaceZ = fragGPos.w;
|
||||
fragColor = texture(gColor, fragPosScreen);
|
||||
|
||||
fragPosLightspace = lightspace * fragPos;
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
loadGBuffer();
|
||||
|
||||
light = ambient;
|
||||
|
||||
lightSun();
|
||||
|
||||
color += vec4(fragColor.rgb * light, 0.0f);
|
||||
color.a = fragColor.a;
|
||||
color.rgb = pow(color.rgb, vec3(1.0/gamma));
|
||||
|
||||
float z = gl_FragCoord.z / gl_FragCoord.w;
|
||||
float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
|
||||
|
||||
outputColor = mix(fogColor, color, fog);
|
||||
}
|
||||
|
||||
void lightSun() {
|
||||
/* Diffuse */
|
||||
vec3 lightDir = sun;
|
||||
float diffuse = max(dot(fragNormal, lightDir), 0.0f);
|
||||
|
||||
/* Specular */
|
||||
vec3 viewDir = normalize(viewPos - fragPos.xyz);
|
||||
vec3 reflectDir = reflect(-lightDir, fragNormal);
|
||||
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
||||
|
||||
float shadow = lightSunShadow();
|
||||
light += diffuse * shadow;
|
||||
color += vec4(vec3(specular), 0.0f) * shadow;
|
||||
}
|
||||
|
||||
float lightSunShadow() {
|
||||
/* Shadow */
|
||||
float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
|
||||
vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
|
||||
projCoords = projCoords*0.5 + 0.5;
|
||||
float closestDepth = texture(shadowmap, projCoords.xy).r;
|
||||
//float currentDepth = projCoords.z;
|
||||
float currentDepth = fragPosLightspaceZ;
|
||||
float shadow = 0;
|
||||
|
||||
if (currentDepth > 1.0f || currentDepth < 0.0f)
|
||||
return 1.0f;
|
||||
|
||||
//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
|
||||
vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
|
||||
for (int x=-4; x<=4; ++x)
|
||||
for (int y=-4; y<=4; ++y) {
|
||||
float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
|
||||
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
|
||||
}
|
||||
return min(shadow/81.0f, 1.0f);
|
||||
}
|
12
internal/asset/shader/world/lighting.vert
Normal file
12
internal/asset/shader/world/lighting.vert
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330
|
||||
|
||||
layout (location = 0) in vec2 vert;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
|
||||
out vec2 fragPosScreen;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vert, 0.0f, 1);
|
||||
fragPosScreen = texCoord;
|
||||
}
|
||||
|
@ -1,106 +1,10 @@
|
||||
#version 330
|
||||
|
||||
uniform sampler2D shadowmap;
|
||||
uniform mat4 lightspace;
|
||||
uniform vec3 viewPos;
|
||||
uniform vec3 sun;
|
||||
uniform vec4 fogColor;
|
||||
|
||||
// G-Buffers
|
||||
uniform sampler2D gPos;
|
||||
uniform sampler2D gNorm;
|
||||
uniform sampler2D gColor;
|
||||
// Fragment information from G-Buffers
|
||||
vec4 fragPos;
|
||||
vec4 fragPosLightspace;
|
||||
float fragPosLightspaceZ;
|
||||
vec3 fragNormal;
|
||||
vec4 fragColor;
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 fragPosScreen;
|
||||
|
||||
out vec4 outputColor;
|
||||
|
||||
|
||||
const float gamma = 2.2;
|
||||
|
||||
const float ambient = 0.3, specularStrength = 0.08, specularShininess = 8;
|
||||
const float fogDensity = .00003;
|
||||
|
||||
|
||||
float light;
|
||||
vec4 texpixel, color;
|
||||
void lightSun();
|
||||
float lightSunShadow();
|
||||
void lightPoint(int i);
|
||||
|
||||
|
||||
void loadGBuffer() {
|
||||
fragNormal = texture(gNorm, fragPosScreen).xyz;
|
||||
if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
|
||||
discard;
|
||||
|
||||
vec4 fragGPos = texture(gPos, fragPosScreen);
|
||||
fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
|
||||
fragPosLightspaceZ = fragGPos.w;
|
||||
fragColor = texture(gColor, fragPosScreen);
|
||||
|
||||
fragPosLightspace = lightspace * fragPos;
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
loadGBuffer();
|
||||
|
||||
light = ambient;
|
||||
|
||||
lightSun();
|
||||
|
||||
color += vec4(fragColor.rgb * light, 0.0f);
|
||||
color.a = fragColor.a;
|
||||
color.rgb = pow(color.rgb, vec3(1.0/gamma));
|
||||
|
||||
float z = gl_FragCoord.z / gl_FragCoord.w;
|
||||
float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
|
||||
|
||||
outputColor = mix(fogColor, color, fog);
|
||||
}
|
||||
|
||||
void lightSun() {
|
||||
/* Diffuse */
|
||||
vec3 lightDir = sun;
|
||||
float diffuse = max(dot(fragNormal, lightDir), 0.0f);
|
||||
|
||||
/* Specular */
|
||||
vec3 viewDir = normalize(viewPos - fragPos.xyz);
|
||||
vec3 reflectDir = reflect(-lightDir, fragNormal);
|
||||
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
||||
|
||||
float shadow = lightSunShadow();
|
||||
light += diffuse * shadow;
|
||||
color += vec4(vec3(specular), 0.0f) * shadow;
|
||||
}
|
||||
|
||||
float lightSunShadow() {
|
||||
/* Shadow */
|
||||
float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
|
||||
vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
|
||||
projCoords = projCoords*0.5 + 0.5;
|
||||
float closestDepth = texture(shadowmap, projCoords.xy).r;
|
||||
//float currentDepth = projCoords.z;
|
||||
float currentDepth = fragPosLightspaceZ;
|
||||
float shadow = 0;
|
||||
|
||||
if (currentDepth > 1.0f || currentDepth < 0.0f)
|
||||
return 1.0f;
|
||||
|
||||
//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
|
||||
vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
|
||||
for (int x=-4; x<=4; ++x)
|
||||
for (int y=-4; y<=4; ++y) {
|
||||
float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
|
||||
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
|
||||
}
|
||||
return min(shadow/81.0f, 1.0f);
|
||||
outputColor = texture(tex, fragPosScreen);
|
||||
}
|
||||
|
@ -60,13 +60,14 @@ void lightSun() {
|
||||
vec3 viewDir = normalize(viewPos - fragPos.xyz);
|
||||
vec3 reflectDir = reflect(-lightDir, fragNormal);
|
||||
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
||||
if (specular > 1.0f) {
|
||||
finalpha = min(finalpha + specular - 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
float shadow = lightSunShadow();
|
||||
light += diffuse * shadow;
|
||||
color += vec4(vec3(specular), 0.0f) * shadow;
|
||||
|
||||
if (specular*shadow > 1.0f) {
|
||||
finalpha = min(finalpha + specular - 1.0f, 1.0f);
|
||||
}
|
||||
finalpha = min(finalpha + 0.1f * shadow, 1.0f);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user