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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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//foliage.fs
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layout (location = 0) out vec4 accum;
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layout (location = 1) out float reveal;
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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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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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The output
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*/
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out vec4 FragColor;
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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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void main(){
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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//get color of base texture
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vec4 textureColor = texture(material.diffuse,TexCoord) * instanceColor;
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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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//calculate final color
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vec4 finalColor = textureColor.rgba * vec4(light,1.0);
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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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//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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float easeIn(float interpolator){
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return interpolator * interpolator;
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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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} |