#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; layout(location = 0) out vec4 output4f; in vec2 v_position2f; uniform sampler2D u_gbufferDepthTexture; uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_fogDepthTexture; #ifdef COMPILE_FOG_LIGHT_SHAFTS uniform sampler2D u_lightShaftsTexture; #endif #ifdef COMPILE_FOG_ATMOSPHERE uniform sampler2D u_environmentMap; uniform vec3 u_sunColorAdd3f; #endif uniform mat4 u_inverseViewProjMatrix4f; #ifdef COMPILE_FOG_LINEAR uniform vec2 u_linearFogParam2f; #else uniform float u_expFogDensity1f; #endif uniform vec4 u_fogColorLight4f; uniform vec4 u_fogColorDark4f; void main() { vec4 fragPos4f = vec4(v_position2f, textureLod(u_fogDepthTexture, v_position2f, 0.0).r, 1.0); #ifdef COMPILE_FOG_ATMOSPHERE if(fragPos4f.z <= 0.0000001) { discard; } #endif float solidDepth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; if(solidDepth != fragPos4f.z) { discard; } fragPos4f.xyz *= 2.0; fragPos4f.xyz -= 1.0; fragPos4f = u_inverseViewProjMatrix4f * fragPos4f; fragPos4f.xyz /= fragPos4f.w; fragPos4f.w = 1.0; float l = length(fragPos4f.xyz); #ifdef COMPILE_FOG_LINEAR float f = (l - u_linearFogParam2f.x) / (u_linearFogParam2f.y - u_linearFogParam2f.x); #else float f = 1.0 - exp(-u_expFogDensity1f * l); #endif float f2 = textureLod(u_gbufferNormalTexture, v_position2f, 0.0).a; vec4 fogColor4f = mix(u_fogColorDark4f, u_fogColorLight4f, f2 * f2); f = clamp(f, 0.0, 1.0) * fogColor4f.a; #ifdef COMPILE_FOG_ATMOSPHERE fragPos4f.xyz /= -l; fragPos4f.xz /= abs(fragPos4f.y) + 1.0; fragPos4f.xz *= 0.75; vec3 envMapSample3f; fragPos4f.xz *= vec2(-0.5, -0.25); fragPos4f.xz += vec2(0.5, 0.25); envMapSample3f = textureLod(u_environmentMap, fragPos4f.xz, 0.0).rgb + u_sunColorAdd3f; #ifdef COMPILE_FOG_LIGHT_SHAFTS f2 = textureLod(u_lightShaftsTexture, v_position2f, 0.0).r; envMapSample3f *= pow(f2, 2.25); f = (f * 0.85 + 0.2) * f2 + f * (1.0 - f2); #endif output4f = vec4(envMapSample3f * fogColor4f.rgb, f); #else output4f = vec4(fogColor4f.rgb, f); #endif }