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- #define rendered texture0
- #define depthmap texture1
- uniform sampler2D rendered;
- uniform sampler2D depthmap;
- uniform vec3 sunPositionScreen;
- uniform float sunBrightness;
- uniform vec3 moonPositionScreen;
- uniform float moonBrightness;
- uniform lowp float volumetricLightStrength;
- uniform vec3 dayLight;
- #ifdef ENABLE_DYNAMIC_SHADOWS
- uniform vec3 v_LightDirection;
- #else
- const vec3 v_LightDirection = vec3(0.0, -1.0, 0.0);
- #endif
- #ifdef GL_ES
- varying mediump vec2 varTexCoord;
- #else
- centroid varying vec2 varTexCoord;
- #endif
- const float far = 1000.;
- float mapDepth(float depth)
- {
- return min(1., 1. / (1.00001 - depth) / far);
- }
- float noise(vec3 uvd) {
- return fract(dot(sin(uvd * vec3(13041.19699, 27723.29171, 61029.77801)), vec3(73137.11101, 37312.92319, 10108.89991)));
- }
- float sampleVolumetricLight(vec2 uv, vec3 lightVec, float rawDepth)
- {
- lightVec = 0.5 * lightVec / lightVec.z + 0.5;
- const float samples = 30.;
- float result = texture2D(depthmap, uv).r < 1. ? 0.0 : 1.0;
- float bias = noise(vec3(uv, rawDepth));
- vec2 samplepos;
- for (float i = 1.; i < samples; i++) {
- samplepos = mix(uv, lightVec.xy, (i + bias) / samples);
- if (min(samplepos.x, samplepos.y) > 0. && max(samplepos.x, samplepos.y) < 1.)
- result += texture2D(depthmap, samplepos).r < 1. ? 0.0 : 1.0;
- }
- // We use the depth map to approximate the effect of depth on the light intensity.
- // The exponent was chosen based on aesthetic preference.
- return result / samples * pow(texture2D(depthmap, uv).r, 128.0);
- }
- vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
- {
- // Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
- const float beta_r0 = 1e-5; // Rayleigh scattering beta
- // These factors are calculated based on expected value of scattering factor of 1e-5
- // for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
- const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
- const float atmosphere_height = 15000.; // height of the atmosphere in meters
- // sun/moon light at the ground level, after going through the atmosphere
- return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
- }
- vec3 applyVolumetricLight(vec3 color, vec2 uv, float rawDepth)
- {
- vec3 lookDirection = normalize(vec3(uv.x * 2. - 1., uv.y * 2. - 1., rawDepth));
- const float boost = 4.0;
- float brightness = 0.;
- vec3 sourcePosition = vec3(-1., -1., -1);
- if (sunPositionScreen.z > 0. && sunBrightness > 0.) {
- brightness = sunBrightness;
- sourcePosition = sunPositionScreen;
- }
- else if (moonPositionScreen.z > 0. && moonBrightness > 0.) {
- brightness = moonBrightness * 0.05;
- sourcePosition = moonPositionScreen;
- }
- float cameraDirectionFactor = pow(clamp(dot(sourcePosition, vec3(0., 0., 1.)), 0.0, 0.7), 2.5);
- float viewAngleFactor = pow(max(0., dot(sourcePosition, lookDirection)), 8.);
- float lightFactor = brightness * sampleVolumetricLight(uv, sourcePosition, rawDepth) *
- (0.05 * cameraDirectionFactor + 0.95 * viewAngleFactor);
- color = mix(color, boost * getDirectLightScatteringAtGround(v_LightDirection) * dayLight, lightFactor);
- // a factor of 5 tested well
- color *= volumetricLightStrength * 5.0;
- // if (sunPositionScreen.z < 0.)
- // color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - sunPositionScreen.xy / sunPositionScreen.z) * 1000., 0., 1.);
- // if (moonPositionScreen.z < 0.)
- // color.rg += 1. - clamp(abs((2. * uv.xy - 1.) - moonPositionScreen.xy / moonPositionScreen.z) * 1000., 0., 1.);
- return color;
- }
- void main(void)
- {
- vec2 uv = varTexCoord.st;
- vec3 color = texture2D(rendered, uv).rgb;
- // translate to linear colorspace (approximate)
- color = pow(color, vec3(2.2));
- if (volumetricLightStrength > 0.0) {
- float rawDepth = texture2D(depthmap, uv).r;
- color = applyVolumetricLight(color, uv, rawDepth);
- }
- gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
- }
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