Files
stk-code/data/shaders/pointlightscatter.frag
T

70 lines
2.1 KiB
GLSL

uniform sampler2D dtex;
uniform float density;
uniform vec3 fogcol;
flat in vec3 center;
flat in float energy;
flat in vec3 col;
flat in float radius;
flat in vec4 direction_scale_offset;
out vec4 Fog;
#stk_include "utils/getPosFromUVDepth.frag"
void main()
{
vec4 pseudocenter = u_view_matrix * vec4(center.xyz, 1.0);
pseudocenter /= pseudocenter.w;
vec3 light_pos = pseudocenter.xyz;
vec3 light_col = col.xyz;
// Compute pixel position
vec2 texc = 2. * gl_FragCoord.xy / u_screen;
float z = texture(dtex, texc).x;
vec4 pixelpos = getPosFromUVDepth(vec3(texc, z), u_inverse_projection_matrix);
vec3 eyedir = -normalize(pixelpos.xyz);
vec3 farthestpoint = - eyedir * (min(dot(-eyedir, light_pos) + radius, length(pixelpos.xyz)));
vec3 closestpoint = - eyedir * (dot(-eyedir, light_pos) - radius);
if (closestpoint.z < 1.) closestpoint = vec3(0.);
float stepsize = length(farthestpoint - closestpoint) / 16.;
vec3 fog = vec3(0.);
vec3 xpos = farthestpoint;
vec3 fog_factor = light_col * density * stepsize * energy * 20.;
vec3 xpos_step = eyedir * stepsize;
// Spotlight direction calculation
float sscale = direction_scale_offset.z;
vec3 sdir;
if (sscale != 0.)
{
sdir = vec3(direction_scale_offset.xy, 0.);
sdir.z = sqrt(1. - dot(sdir, sdir)) * sign(sscale);
sdir = (u_view_matrix * vec4(sdir, 0.0)).xyz;
}
for (int i = 0; i < 16; i++)
{
vec3 light_to_pos = light_pos - xpos;
float d = length(light_to_pos);
float l = (16. - float(i)) * stepsize;
vec3 base_att = fog_factor / (1. + d * d) * max((radius - d) / radius, 0.) * exp(- density * d) * exp(- density * l);
// Apply spotlight attenuation
if (sscale != 0.)
{
float offset = direction_scale_offset.w;
float sattenuation = clamp(dot(-sdir, normalize(light_to_pos)) *
abs(sscale) + offset, 0.0, 1.0);
base_att *= sattenuation * sattenuation;
}
fog += base_att;
xpos += xpos_step;
}
Fog = vec4(fogcol * fog, 0.);
}