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			101 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D baseTexture;
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| 
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| uniform vec4 emissiveColor;
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| uniform vec4 skyBgColor;
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| uniform float fogDistance;
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| uniform vec3 eyePosition;
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| 
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| varying vec3 vNormal;
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| varying vec3 vPosition;
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| varying vec3 worldPosition;
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| varying lowp vec4 varColor;
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| #ifdef GL_ES
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| varying mediump vec2 varTexCoord;
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| #else
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| centroid varying vec2 varTexCoord;
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| #endif
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| 
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| varying vec3 eyeVec;
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| varying float vIDiff;
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| 
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| const float e = 2.718281828459;
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| const float BS = 10.0;
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| const float fogStart = FOG_START;
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| const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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| 
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| #if ENABLE_TONE_MAPPING
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| 
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| /* Hable's UC2 Tone mapping parameters
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| 	A = 0.22;
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| 	B = 0.30;
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| 	C = 0.10;
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| 	D = 0.20;
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| 	E = 0.01;
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| 	F = 0.30;
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| 	W = 11.2;
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| 	equation used:  ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
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| */
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| 
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| vec3 uncharted2Tonemap(vec3 x)
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| {
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| 	return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
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| }
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| 
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| vec4 applyToneMapping(vec4 color)
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| {
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| 	color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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| 	const float gamma = 1.6;
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| 	const float exposureBias = 5.5;
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| 	color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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| 	// Precalculated white_scale from
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| 	//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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| 	vec3 whiteScale = vec3(1.036015346);
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| 	color.rgb *= whiteScale;
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| 	return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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| }
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| #endif
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| 
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| void main(void)
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| {
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| 	vec3 color;
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| 	vec2 uv = varTexCoord.st;
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| 
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| 	vec4 base = texture2D(baseTexture, uv).rgba;
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| 
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| #ifdef USE_DISCARD
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| 	// If alpha is zero, we can just discard the pixel. This fixes transparency
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| 	// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
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| 	// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
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| 	if (base.a == 0.0) {
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| 		discard;
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| 	}
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| #endif
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| 
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| 	color = base.rgb;
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| 
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| 	vec4 col = vec4(color.rgb, base.a);
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| 
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| 	col.rgb *= varColor.rgb;
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| 
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| 	col.rgb *= emissiveColor.rgb * vIDiff;
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| 
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| #if ENABLE_TONE_MAPPING
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| 	col = applyToneMapping(col);
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| #endif
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| 
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| 	// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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| 	// the fog will only be rendered correctly if the last operation before the
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| 	// clamp() is an addition. Else, the clamp() seems to be ignored.
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| 	// E.g. the following won't work:
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| 	//      float clarity = clamp(fogShadingParameter
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| 	//		* (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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| 	// As additions usually come for free following a multiplication, the new formula
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| 	// should be more efficient as well.
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| 	// Note: clarity = (1 - fogginess)
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| 	float clarity = clamp(fogShadingParameter
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| 		- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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| 	col = mix(skyBgColor, col, clarity);
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| 
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| 	gl_FragColor = vec4(col.rgb, base.a);
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| }
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