Files
maszyna/shaders/mat_clouds.frag
2020-02-21 22:50:52 +01:00

62 lines
1.4 KiB
GLSL

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