diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl | 42 |
1 files changed, 41 insertions, 1 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl index 837d7a3a5d..5993e68317 100644 --- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl +++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl @@ -1614,6 +1614,36 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) { return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); } +vec4 fog_process(vec3 vertex) { + 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; + vec3 view = normalize(vertex); + + for (uint i = 0; i < scene_data.directional_light_count; i++) { + vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; + float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); + fog_color += light_color * light_amount * scene_data.fog_sun_scatter; + } + } + + float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density); + + if (abs(scene_data.fog_height_density) > 0.001) { + float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; + + float y_dist = scene_data.fog_height - y; + + float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); + + fog_amount = max(vfog_amount, fog_amount); + } + + return vec4(fog_color, fog_amount); +} + #endif void main() { @@ -2696,7 +2726,12 @@ FRAGMENT_SHADER_CODE vec4 fog = volumetric_fog_process(screen_uv, -vertex.z); diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); - ; + } + + if (scene_data.fog_enabled) { + vec4 fog = fog_process(vertex); + diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); + specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); } #else //MODE_MULTIPLE_RENDER_TARGETS @@ -2713,6 +2748,11 @@ FRAGMENT_SHADER_CODE frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); } + if (scene_data.fog_enabled) { + vec4 fog = fog_process(vertex); + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + } + #endif //MODE_MULTIPLE_RENDER_TARGETS #endif //MODE_RENDER_DEPTH |