forked from townforge/townforge
145 lines
5.3 KiB
GLSL
145 lines
5.3 KiB
GLSL
// @class ProcSky
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// @brief Procedural Sky component for Urho3D
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// @author carnalis <carnalis.j@gmail.com>
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// @license MIT License
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// @copyright
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "Uniforms.glsl"
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#include "ScreenPos.glsl"
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#include "Transform.glsl"
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#include "Samplers.glsl"
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#line 27
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varying vec2 vTexCoord;
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void VS() {
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mat4 modelMatrix = iModelMatrix;
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vec3 worldPos = GetWorldPos(modelMatrix);
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gl_Position = GetClipPos(worldPos);
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gl_Position.z = gl_Position.w;
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vTexCoord = GetQuadTexCoord(gl_Position);
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// Flip GLSL texture coord vertically.
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vTexCoord.y = 1.0 - vTexCoord.y;
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}
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#if defined(COMPILEPS)
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uniform mat4 cInvProj;
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uniform mat3 cInvViewRot;
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uniform vec3 cLightDir;
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uniform vec3 cKr;
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uniform float cRayleighBrightness, cMieBrightness, cSpotBrightness, cScatterStrength, cRayleighStrength, cMieStrength, cRayleighCollectionPower, cMieCollectionPower, cMieDistribution, cTimeOfDay;
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float surfaceHeight = 0.99; // < 1
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float intensity = 1.8;
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const int stepCount = 16;
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float interp = (atan(8 * sin(cTimeOfDay)) + 1.5) / 3;
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vec3 GetWorldNormal() {
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vec2 fragCoord = vTexCoord;
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fragCoord = (fragCoord - 0.5) * 2.0;
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vec4 deviceNormal = vec4(fragCoord, 0.0, 1.0);
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vec3 eyeNormal = normalize((cInvProj * deviceNormal).xyz);
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vec3 worldNormal = normalize(cInvViewRot * eyeNormal);
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return worldNormal;
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}
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float AtmosphericDepth(vec3 pos, vec3 dir) {
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float a = dot(dir, dir);
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float b = 2.0 * dot(dir, pos);
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float c = dot(pos, pos) - 1.0;
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float det = b * b - 4.0 * a * c;
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float detSqrt = sqrt(det);
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float q = (-b - detSqrt) / 2.0;
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float t1 = c / q;
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return t1;
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}
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float Phase(float alpha, float g) {
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float a = 3.0 * (1.0 - g * g);
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float b = 2.0 * (2.0 + g * g);
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float c = 1.0 + alpha * alpha;
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float d = pow(1.0 + g * g - 2.0 * g * alpha, 1.5);
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return (a / b) * (c / d);
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}
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float HorizonExtinction(vec3 pos, vec3 dir, float radius) {
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if (dir.y < -0.1) {
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return 1.0f;
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}
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float u = dot(dir, -pos);
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if(u < 0.0) {
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return 1.0;
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}
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vec3 near = pos + u * dir;
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if(length(near) < radius) {
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return 0.0;
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} else {
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vec3 v2 = normalize(near) * radius - pos;
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float diff = acos(dot(normalize(v2), dir));
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return smoothstep(0.0, 1.0, pow(diff * 2.0, 3.0));
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}
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}
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vec3 Absorb(float dist, vec3 color, float factor) {
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return color - color * pow(cKr, vec3(factor / dist));
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}
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#endif // defined(COMPILEPS)
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void PS() {
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vec3 lightDir = cLightDir;
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lightDir.z *= -1.0; // Invert world Z for Urho.
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vec3 eyeDir = GetWorldNormal();
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float alpha = clamp(dot(eyeDir, lightDir), 0, 1);
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//float rayleighFactor = Phase(alpha, -0.01) * cRayleighBrightness;
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//mix function makes the rayleigh brightness lessen as the sun reaches higher in the sky.
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float rayleighFactor = Phase(alpha, -0.01) * mix(cRayleighBrightness, 6.0, interp);
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float mieFactor = Phase(alpha, cMieDistribution) * cMieBrightness;
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float spot = smoothstep(0.0, 15.0, Phase(alpha, 0.9995)) * cSpotBrightness;
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vec3 eyePos = vec3(0.0, surfaceHeight, 0.0);
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float eyeDepth = AtmosphericDepth(eyePos, eyeDir);
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float stepLength = eyeDepth / float(stepCount);
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float eyeExtinction = HorizonExtinction(eyePos, eyeDir, surfaceHeight - 0.15);
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vec3 rayleighCollected = vec3(0.0, 0.0, 0.0);
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vec3 mieCollected = vec3(0.0, 0.0, 0.0);
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for(int i = 0; i < stepCount; ++i) {
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float sampleDistance = stepLength * float(i);
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vec3 pos = eyePos + eyeDir * sampleDistance;
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float extinction = HorizonExtinction(pos, lightDir, surfaceHeight - 0.35);
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float sampleDepth = AtmosphericDepth(pos, lightDir);
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vec3 influx = Absorb(sampleDepth, vec3(intensity), cScatterStrength) * extinction;
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rayleighCollected += Absorb(sampleDistance, cKr * influx, cRayleighStrength);
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mieCollected += Absorb(sampleDistance, influx, cMieStrength);
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}
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rayleighCollected = (rayleighCollected * eyeExtinction * pow(eyeDepth, cRayleighCollectionPower)) / float(stepCount);
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mieCollected = (mieCollected * eyeExtinction * pow(eyeDepth, cMieCollectionPower)) / float(stepCount);
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vec3 color = vec3(spot*mieCollected + mieFactor*mieCollected + rayleighFactor*rayleighCollected);
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vec4 daySky = vec4(color, 1.0) + mix(vec4(0.0, 0.0, 0.0, 1.0), vec4(0.1, 0.2, 0.4, 1.0), interp);
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vec4 nightSky = textureCube(sDiffCubeMap, eyeDir) * .25;
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gl_FragColor = mix(nightSky, daySky, interp);
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}
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