Add fog to sky shaders

This commit is contained in:
clayjohn
2020-08-17 21:12:51 -07:00
parent e0ee38b128
commit 9d341acf2d
8 changed files with 450 additions and 180 deletions
@@ -58,6 +58,35 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
layout(set = 0, binding = 2, std140) uniform SceneData {
bool volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint volumetric_fog_pad;
vec3 fog_light_color;
float fog_sun_scatter;
bool fog_enabled;
float fog_density;
float z_far;
uint directional_light_count;
}
scene_data;
struct DirectionalLightData {
vec4 direction_energy;
vec4 color_size;
bool enabled;
};
layout(set = 0, binding = 3, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -77,6 +106,8 @@ layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
#endif
layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
#ifdef USE_CUBEMAP_PASS
#define AT_CUBEMAP_PASS true
#else
@@ -95,18 +126,6 @@ layout(set = 2, binding = 2) uniform texture2D quarter_res;
#define AT_QUARTER_RES_PASS false
#endif
struct DirectionalLightData {
vec4 direction_energy;
vec4 color_size;
bool enabled;
};
layout(set = 3, binding = 0, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -115,6 +134,30 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
vec4 volumetric_fog_process(vec2 screen_uv) {
vec3 fog_pos = vec3(screen_uv, 1.0);
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
vec4 fog_process(vec3 view) {
vec3 fog_color = scene_data.fog_light_color;
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
for (uint i = 0; i < scene_data.directional_light_count; i++) {
vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
}
}
float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
return vec4(fog_color, fog_amount);
}
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@@ -178,6 +221,20 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
if (scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(uv);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
if (scene_data.fog_enabled) {
vec4 fog = fog_process(cube_normal);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
#endif // DISABLE_FOG
// Blending is disabled for Sky, so alpha doesn't blend
// alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {