voxelcore/res/shaders/effects/deferred_lighting.glsl
2026-09-27 23:21:45 +03:00

49 lines
1.4 KiB
GLSL

#include <shadows>
#include <fog>
#define CLOUDS_FOG_FACTOR_MUL 0.3f
#define CLOUDS_FOG_CURVE_MUL 0.4f
#define COLOR_TEMPERATURE_COMPENSATION 1.12f
vec4 effect() {
vec4 pos = texture(u_position, v_uv);
float light = 1.0;
#ifdef ENABLE_SSAO
light = 0.0;
float z = pos.z;
for (int y = -2; y <= 2; y++) {
for (int x = -2; x <= 2; x++) {
vec2 offset = vec2(x, y) / u_screenSize;
light += texture(u_ssao, v_uv + offset * 2.0).r;
}
}
light /= 24.0;
#endif // ENABLE_SSAO
vec4 modelpos = u_inverseView * pos;
vec3 normal = transpose(mat3(u_view)) * texture(u_normal, v_uv).xyz;
vec3 dir = modelpos.xyz - u_cameraPos;
float emission = texture(u_emission, v_uv).r;
float rg = 1.0;
#ifdef ENABLE_SHADOWS
float shadow_mul = calc_shadow(modelpos, normal, length(pos));
light *= shadow_mul;
rg *= min(1.0, shadow_mul + emission) + COLOR_TEMPERATURE_COMPENSATION;
light *= 2.0;
#endif
light = max(light, emission);
light = pow(light, u_gamma);
vec3 fogColor = texture(u_skybox, dir).rgb;
float fog = calc_fog(
length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0,
mix(1.0, CLOUDS_FOG_FACTOR_MUL, emission),
mix(1.0, CLOUDS_FOG_CURVE_MUL, emission)
);
return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0) * vec3(rg, 0.5 + rg * 0.5, 1.0), fogColor, fog), 1.0);
}