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https://github.com/MaSzyna-EU07/maszyna.git
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opengl 3.3 renderer shaders
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61
shaders/mat_clouds.frag
Normal file
61
shaders/mat_clouds.frag
Normal file
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in vec3 f_normal;
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in vec2 f_coord;
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in vec4 f_pos;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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#include <common>
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#param (diffuse, 1, 0, 1, diffuse)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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vec3 apply_lights_clouds(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor)
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{
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if(lights_count == 0U)
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return fragcolor * texturecolor;
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vec3 light_dir = normalize(-lights[0].dir);
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vec3 view_dir = normalize(vec3(0.0) - f_pos.xyz);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(fragnormal, light_dir), 0.0);
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float diffuseamount = (diffuse_v * param[1].x) * lights[0].intensity;
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fragcolor += lights[0].color * diffuseamount;
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fragcolor *= texturecolor;
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return fragcolor;
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}
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void main()
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{
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vec4 tex_color = texture(diffuse, f_coord);
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tex_color.a = clamp(tex_color.a * 1.25, 0.0, 1.0);
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if(tex_color.a < 0.01)
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discard;
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vec3 fragcolor = param[0].rgb;
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vec3 fragnormal = normalize(f_normal);
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fragcolor = apply_lights_clouds(fragcolor, fragnormal, tex_color.rgb);
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a);
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#if POSTFX_ENABLED
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out_color = color;
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#else
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out_color = tonemap(color);
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#endif
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#if MOTIONBLUR_ENABLED
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out_motion = vec4(0.0f);
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#endif
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}
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