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			76 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450 core
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| #extension GL_ARB_shading_language_include : require
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| #include "../../lib/lights.fs"
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| #include "../../lib/material.fs"
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| #include "../../lib/standarduniform.fs"
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| 
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| //foliage.fs
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| 
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| layout (location = 0) out vec4 accum;
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| layout (location = 1) out float reveal;
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| 
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| 
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| 
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| 
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| in vec3 FragPos;
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| in vec3 ViewFragPos;
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| in vec3 Normal;
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| in vec2 TexCoord;
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| in vec4 FragPosLightSpace;
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| in vec4 instanceColor;
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| 
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| 
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| uniform dvec3 viewPos;
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| uniform Material material;
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| uniform mat4 view;
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| 
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| 
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| /**
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| The output
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| */
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| out vec4 FragColor;
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| 
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| // function prototypes
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| float easeIn(float interpolator);
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| float easeOut(float interpolator);
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| 
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| void main(){
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|     vec3 norm = normalize(Normal);
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|     vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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| 
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|     //get color of base texture
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|     vec4 textureColor =  texture(material.diffuse,TexCoord) * instanceColor;
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| 
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|     //the light level
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|     vec3 light = getTotalLight(
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|         material,
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|         TexCoord,
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|         vec3(viewPos.xyz),
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|         FragPosLightSpace,
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|         ViewFragPos,
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|         FragPos,
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|         norm,
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|         viewDir
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|     );
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| 
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|     //calculate final color
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|     vec4 finalColor = textureColor.rgba * vec4(light,1.0);
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| 
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|     //calculate weight function
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|     float weight = clamp(pow(min(1.0, finalColor.a * 10.0) + 0.01, 3.0) * 1e3 * 
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|                         pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);
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| 
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|     //emit colors
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|     accum = vec4(finalColor.rgb * finalColor.a, finalColor.a) * weight;
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|     // accum = finalColor * weight;
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|     reveal = finalColor.a;
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| }
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| 
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| 
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| float easeIn(float interpolator){
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|     return interpolator * interpolator;
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| }
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| 
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| float easeOut(float interpolator){
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|     return 1 - easeIn(1 - interpolator);
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| } |