stk-code_catmod/data/shaders/pointlightscatter.frag
Deve 14389925fe Minor optimization in pointlight scatter.
Compute some values before loop.
2018-12-23 23:31:22 +01:00

47 lines
1.4 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;
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;
for (int i = 0; i < 16; i++)
{
float d = distance(light_pos, xpos);
float l = (16. - float(i)) * stepsize;
fog += fog_factor / (1. + d * d) * max((radius - d) / radius, 0.) * exp(- density * d) * exp(- density * l);
xpos += xpos_step;
}
Fog = vec4(fogcol * fog, 0.);
}