stk-code_catmod/data/shaders/pointlightscatter.frag

47 lines
1.3 KiB
GLSL
Raw Normal View History

2014-11-08 13:47:08 -05:00
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;
out vec4 Fog;
#stk_include "utils/getPosFromUVDepth.frag"
2014-11-08 13:47:08 -05:00
void main()
{
vec4 pseudocenter = ViewMatrix * 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 / screen;
float z = texture(dtex, texc).x;
vec4 pixelpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix);
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.);
2016-06-27 07:39:20 -04:00
float stepsize = length(farthestpoint - closestpoint) / 16.;
2014-11-08 13:47:08 -05:00
vec3 fog = vec3(0.);
vec3 xpos = farthestpoint;
for (int i = 0; i < 16; i++)
{
float d = distance(light_pos, xpos);
2016-06-27 07:39:20 -04:00
float l = (16. - float(i)) * stepsize;
2014-11-08 13:47:08 -05:00
float att = energy * 20. / (1. + d * d);
att *= max((radius - d) / radius, 0.);
fog += density * light_col * att * exp(- density * d) * exp(- density * l) * stepsize;
xpos += stepsize * eyedir;
}
Fog = vec4(fogcol * fog, 0.);
2014-11-08 13:47:08 -05:00
}