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lighting_volumetric.frag
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lighting_volumetric.frag
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// Copyright Patricio Gonzalez Vivo, 2022 - http://patriciogonzalezvivo.com/
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_scene;
uniform sampler2D u_sceneDepth;
uniform sampler2D u_sceneNormal;
uniform sampler2D u_scenePosition;
uniform mat4 u_viewMatrix;
uniform mat4 u_modelMatrix;
uniform mat3 u_normalMatrix;
uniform mat4 u_projectionMatrix;
uniform mat4 u_inverseViewMatrix;
uniform mat4 u_inverseProjectionMatrix;
uniform vec3 u_camera;
uniform float u_cameraFarClip;
uniform float u_cameraNearClip;
uniform vec3 u_light;
uniform vec3 u_lightColor;
uniform float u_lightFalloff;
uniform float u_lightIntensity;
uniform float u_iblLuminance;
uniform samplerCube u_cubeMap;
uniform vec3 u_SH[9];
#ifndef SSAO_SAMPLES_NUM
#define SSAO_SAMPLES_NUM 16
#endif
#ifndef SSAO_NOISE_NUM
#define SSAO_NOISE_NUM 4
#endif
uniform vec3 u_ssaoSamples[SSAO_SAMPLES_NUM];
uniform vec3 u_ssaoNoise[SSAO_NOISE_NUM];
#ifdef LIGHT_SHADOWMAP
uniform sampler2D u_lightShadowMap;
uniform mat4 u_lightMatrix;
varying vec4 v_lightCoord;
#endif
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_position;
#ifdef MODEL_VERTEX_COLOR
varying vec4 v_color;
#endif
#ifdef MODEL_VERTEX_NORMAL
varying vec3 v_normal;
#endif
#ifdef MODEL_VERTEX_TEXCOORD
varying vec2 v_texcoord;
#endif
#ifdef MODEL_VERTEX_TANGENT
varying vec4 v_tangent;
varying mat3 v_tangentToWorld;
#endif
#define SURFACE_POSITION v_position
#define CAMERA_POSITION u_camera
#define LIGHT_POSITION u_light
#define LIGHT_COLOR u_lightColor
#define LIGHT_COORD v_lightCoord
#define LIGHT_MATRIX u_lightMatrix
#include "lygia/math/const.glsl"
#include "lygia/generative/random.glsl"
#include "lygia/color/space/linear2gamma.glsl"
#include "lygia/lighting/pbrLittle.glsl"
#include "lygia/lighting/material/new.glsl"
#define INVERSE_CAMERA_VIEW_MATRIX u_inverseViewMatrix
#define INVERSE_CAMERA_PROJECTION_MATRIX u_inverseProjectionMatrix
#define VOLUMETRICLIGHTSCATTERING_STEPS 60
#define VOLUMETRICLIGHTSCATTERING_NOISE_FNC random(vec3(st, u_time*0.0001)) * 0.1
#include "lygia/lighting/volumetricLightScattering.glsl"
float checkBoard(vec2 uv, vec2 _scale) {
uv = floor(fract(uv * _scale) * 2.0);
return min(1.0, uv.x + uv.y) - (uv.x * uv.y);
}
void main(void) {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec2 pixel = 1.0/u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
#if defined(POSTPROCESSING)
color.rgb = texture2D(u_scene, st).rgb;
color.rgb += volumetricLightScattering(u_sceneDepth, st) * 5. * u_lightColor;
#else
Material material = materialNew();
material.roughness = 0.1;
#if defined(FLOOR) && defined(MODEL_VERTEX_TEXCOORD)
material.albedo.rgb = vec3(0.5) + checkBoard(v_texcoord, vec2(8.0)) * 0.5;
#endif
color = pbrLittle(material);
color = linear2gamma(color);
#endif
gl_FragColor = color;
}