minetest/client/shaders/extract_bloom/opengl_fragment.glsl

129 lines
4.0 KiB
GLSL

#define rendered texture0
#define depthmap texture2
struct ExposureParams {
float compensationFactor;
};
uniform sampler2D rendered;
uniform sampler2D depthmap;
uniform mediump float bloomStrength;
uniform ExposureParams exposureParams;
uniform vec3 sunPositionScreen;
uniform float sunBrightness;
uniform vec3 moonPositionScreen;
uniform float moonBrightness;
uniform vec3 dayLight;
#ifdef ENABLE_DYNAMIC_SHADOWS
uniform vec3 v_LightDirection;
#else
const vec3 v_LightDirection = vec3(0.0, -1.0, 0.0);
#endif
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
#ifdef ENABLE_AUTO_EXPOSURE
varying float exposure; // linear exposure factor, see vertex shader
#endif
const float far = 1000.;
const float near = 1.;
float mapDepth(float depth)
{
return min(1., 1. / (1.00001 - depth) / far);
}
float noise(vec3 uvd) {
return fract(dot(sin(uvd * vec3(13041.19699, 27723.29171, 61029.77801)), vec3(73137.11101, 37312.92319, 10108.89991)));
}
float sampleVolumetricLight(vec2 uv, vec3 lightVec, float rawDepth)
{
lightVec = 0.5 * lightVec / lightVec.z + 0.5;
const float samples = 30.;
float result = texture2D(depthmap, uv).r < 1. ? 0.0 : 1.0;
float bias = noise(vec3(uv, rawDepth));
vec2 samplepos;
for (float i = 1.; i < samples; i++) {
samplepos = mix(uv, lightVec.xy, (i + bias) / samples);
if (min(samplepos.x, samplepos.y) > 0. && max(samplepos.x, samplepos.y) < 1.)
result += texture2D(depthmap, samplepos).r < 1. ? 0.0 : 1.0;
}
return result / samples;
}
vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
{
// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
const float beta_r0 = 1e-5; // Rayleigh scattering beta
// These factors are calculated based on expected value of scattering factor of 1e-5
// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
const float atmosphere_height = 15000.; // height of the atmosphere in meters
// sun/moon light at the ground level, after going through the atmosphere
return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
}
vec3 applyVolumetricLight(vec3 color, vec2 uv, float rawDepth)
{
vec3 lookDirection = normalize(vec3(uv.x * 2. - 1., uv.y * 2. - 1., rawDepth));
vec3 lightSourceTint = vec3(1.0, 0.98, 0.4);
const float boost = 4.0;
float brightness = 0.;
vec3 sourcePosition = vec3(-1., -1., -1);
if (sunPositionScreen.z > 0. && sunBrightness > 0.) {
brightness = sunBrightness;
sourcePosition = sunPositionScreen;
}
else if (moonPositionScreen.z > 0. && moonBrightness > 0.) {
lightSourceTint = vec3(0.4, 0.9, 1.);
brightness = moonBrightness * 0.05;
sourcePosition = moonPositionScreen;
}
float cameraDirectionFactor = pow(clamp(dot(sourcePosition, vec3(0., 0., 1.)), 0.0, 0.7), 2.5);
float viewAngleFactor = pow(max(0., dot(sourcePosition, lookDirection)), 8.);
float lightFactor = brightness * sampleVolumetricLight(uv, sourcePosition, rawDepth) *
(0.05 * cameraDirectionFactor + 0.95 * viewAngleFactor);
color = mix(color, boost * getDirectLightScatteringAtGround(v_LightDirection) * dayLight, lightFactor);
// if (sunPositionScreen.z < 0.)
// color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - sunPositionScreen.xy / sunPositionScreen.z) * 1000., 0., 1.);
// if (moonPositionScreen.z < 0.)
// color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - moonPositionScreen.xy / moonPositionScreen.z) * 1000., 0., 1.);
return color;
}
void main(void)
{
vec2 uv = varTexCoord.st;
vec3 color = texture2D(rendered, uv).rgb;
// translate to linear colorspace (approximate)
color = pow(color, vec3(2.2));
color *= exposureParams.compensationFactor * bloomStrength;
#ifdef ENABLE_AUTO_EXPOSURE
color *= exposure;
#endif
float rawDepth = texture2D(depthmap, uv).r;
color = applyVolumetricLight(color, uv, rawDepth);
gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
}