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authorclayjohn <claynjohn@gmail.com>2020-08-17 21:12:51 -0700
committerclayjohn <claynjohn@gmail.com>2020-08-19 22:58:14 -0700
commit9d341acf2d315293b3d3aa261230b38ee6e35afd (patch)
treeb2c4bc6921138aa4c8f872ceb5fc42b3b8ca749f /servers/rendering/rasterizer_rd/shaders/sky.glsl
parente0ee38b128fa84b8e7db499ead66264ca4ec9c60 (diff)
Add fog to sky shaders
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/sky.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl81
1 files changed, 69 insertions, 12 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 9c59be6841..7b6de6a555 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -58,6 +58,35 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
+layout(set = 0, binding = 2, std140) uniform SceneData {
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint volumetric_fog_pad;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ bool fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint directional_light_count;
+}
+scene_data;
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(set = 0, binding = 3, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+
+directional_lights;
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -77,6 +106,8 @@ layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
#endif
+layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
+
#ifdef USE_CUBEMAP_PASS
#define AT_CUBEMAP_PASS true
#else
@@ -95,18 +126,6 @@ layout(set = 2, binding = 2) uniform texture2D quarter_res;
#define AT_QUARTER_RES_PASS false
#endif
-struct DirectionalLightData {
- vec4 direction_energy;
- vec4 color_size;
- bool enabled;
-};
-
-layout(set = 3, binding = 0, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-
-directional_lights;
-
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -115,6 +134,30 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
+vec4 volumetric_fog_process(vec2 screen_uv) {
+ vec3 fog_pos = vec3(screen_uv, 1.0);
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 view) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
+
+ return vec4(fog_color, fog_amount);
+}
+
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@@ -178,6 +221,20 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(uv);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+#endif // DISABLE_FOG
+
// Blending is disabled for Sky, so alpha doesn't blend
// alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {