#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/lights.fs" #include "../../lib/material.fs" //foliage.fs layout (location = 0) out vec4 accum; layout (location = 1) out float reveal; in vec3 FragPos; in vec3 ViewFragPos; in vec3 Normal; in vec2 TexCoord; in vec4 FragPosLightSpace; in vec4 instanceColor; uniform dvec3 viewPos; uniform Material material; uniform mat4 view; /** The output */ out vec4 FragColor; // function prototypes float easeIn(float interpolator); float easeOut(float interpolator); void main(){ vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(Normal)); //get color of base texture // vec3 textureColor = vec3((norm.x + 1) / 2.0, norm.y, 1.0 - (norm.x + 1) / 2.0); vec4 textureColor = texture(material.diffuse,TexCoord) * instanceColor; // vec3 textureColor = vec3(0.17647,0.4,0.09411);//texture(material.diffuse, TexCoord).rgb; //shadow float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), Normal); // //point light calculations uint clusterIndex = findCluster(ViewFragPos, zNear, zFar); uint pointLightCount = clusters[clusterIndex].count; for(int i = 0; i < pointLightCount; i++){ uint pointLightIndex = clusters[clusterIndex].lightIndices[i]; PointLight pointLight = pointLight[pointLightIndex]; lightIntensity = lightIntensity + CalcPointLight(pointLight, Normal, FragPos, viewDir); } //error checking on light clusters if(pointLightCount > MAX_LIGHTS_PER_CLUSTER){ accum = vec4(1.0f,0.0f,0.0f,1); reveal = textureColor.a; return; } //calculate final color vec4 finalColor = textureColor.rgba * vec4(lightIntensity,1.0);// * max(shadow,0.4); // vec3 lightAmount = CalcDirLight(norm, viewDir); // for(int i = 0; i < NR_POINT_LIGHTS; i++){ // lightAmount += CalcPointLight(i, norm, FragPos, viewDir); // } //calculate weight function float weight = clamp(pow(min(1.0, finalColor.a * 10.0) + 0.01, 3.0) * 1e3 * pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3); //emit colors accum = vec4(finalColor.rgb * finalColor.a, finalColor.a) * weight; // accum = finalColor * weight; reveal = finalColor.a; } float easeIn(float interpolator){ return interpolator * interpolator; } float easeOut(float interpolator){ return 1 - easeIn(1 - interpolator); }