/***************************************************************************** The Dark Mod GPL Source Code This file is part of the The Dark Mod Source Code, originally based on the Doom 3 GPL Source Code as published in 2011. The Dark Mod Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For details, see LICENSE.TXT. Project: The Dark Mod (http://www.thedarkmod.com/) ******************************************************************************/ #version 330 #pragma tdm_include "tdm_utils.glsl" #pragma tdm_include "tdm_transform.glsl" #pragma tdm_include "tdm_lightproject.glsl" #pragma tdm_include "tdm_shadowmaps.glsl" uniform sampler2D u_lightProjectionTexture; uniform sampler2D u_lightFalloffTexture; uniform sampler2D u_depthTexture; uniform sampler2D u_shadowMap; uniform vec3 u_viewOrigin; uniform mat4 u_lightProject; uniform vec4 u_lightFrustum[6]; uniform vec4 u_lightTextureMatrix[2]; uniform vec4 u_shadowRect; uniform vec3 u_lightOrigin; uniform int u_sampleCount; uniform vec4 u_lightColor; uniform int u_shadows; uniform float u_dust; uniform int u_randomize; uniform int u_alphaMode; uniform vec2 u_invDestResolution; uniform vec2 u_subpixelShift; in vec4 worldPosition; out vec4 fragColor; // 8x8 Bayer matrix float DITHER_MATRIX[64] = float[]( 0, 32, 8, 40, 2, 34, 10, 42, 48, 16, 56, 24, 50, 18, 58, 26, 12, 44, 4, 36, 14, 46, 6, 38, 60, 28, 52, 20, 62, 30, 54, 22, 3, 35, 11, 43, 1, 33, 9, 41, 51, 19, 59, 27, 49, 17, 57, 25, 15, 47, 7, 39, 13, 45, 5, 37, 63, 31, 55, 23, 61, 29, 53, 21 ); float ditherFraction() { int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y); return DITHER_MATRIX[8 * (x&7) + (y&7)] / 64.0; } // get N samples from the fragment-view ray inside the frustum vec3 calcWithSampling(vec3 rayStart, vec3 rayVec, float minParam, float maxParam, int samplesNum) { vec3 color = vec3(0.0); for (int i = 0; i < samplesNum; i++) { float frac = 0.5; if (u_randomize != 0) frac = ditherFraction(); float ratio = (i + frac) / samplesNum; vec3 samplePos = rayStart + rayVec * mix(minParam, maxParam, ratio); // shadow test vec3 light2fragment = samplePos - u_lightOrigin; float lit = 1; if (u_shadows != 0) { float depth = ShadowAtlasForVector(u_shadowMap, u_shadowRect, light2fragment); vec3 absL = abs(light2fragment); float maxAbsL = max(absL.x, max(absL.y, absL.z)); lit = float(maxAbsL < depth); } vec4 texCoord = computeLightTex(u_lightProject, vec4(samplePos, 1)); vec3 texColor = projFalloffOfNormalLight(u_lightProjectionTexture, u_lightFalloffTexture, u_lightTextureMatrix, texCoord).rgb; color += lit * texColor; } return color / samplesNum; } vec3 calcAverage(vec3 rayStart, vec3 rayVec, float minParam, float maxParam) { // 1. suppose that nothing is shadowed // 2. take average of both projection and falloff textures vec4 avgProjection = textureLod(u_lightProjectionTexture, vec2(0.5), 10000); vec4 avgFalloff = textureLod(u_lightFalloffTexture, vec2(0.5), 10000); return avgProjection.xyz * avgFalloff.xyz; } void main() { //cast segment from viewer eye to the fragment vec3 rayStart = u_viewOrigin; vec3 rayVec = worldPosition.xyz - u_viewOrigin; //intersect the segment with light polytope float minParam = 0.0; float maxParam = 1.0; for (int i = 0; i < 6; i++) { float dotnp = dot(u_lightFrustum[i], vec4(rayStart, 1.0)); float dotnv = dot(u_lightFrustum[i].xyz, rayVec); float param = -dotnp / dotnv; if (dotnv > 0) maxParam = min(maxParam, param); else minParam = max(minParam, param); } //only consider visible part (not occluded by opaque geometry) vec2 depthTexCoord = gl_FragCoord.xy * u_invDestResolution; float depth = texture2D(u_depthTexture, depthTexCoord + u_subpixelShift).r; float solidParam = depthToZ(u_projectionMatrix, depth) / depthToZ(u_projectionMatrix, gl_FragCoord.z); maxParam = min(maxParam, solidParam); if (minParam >= maxParam) discard; //no intersection float litDistance = (maxParam - minParam) * length(rayVec); vec3 avgColor; if (u_sampleCount > 0) avgColor = calcWithSampling(rayStart, rayVec, minParam, maxParam, u_sampleCount); else avgColor = calcAverage(rayStart, rayVec, minParam, maxParam); fragColor.rgb = u_lightColor.rgb * avgColor; if (u_alphaMode == 0) { //volumetric light: uncapped linear growth fragColor.a = u_dust * litDistance; } else if (u_alphaMode == 1) { //fog light: exponential light with forced cap at distance 1 / u_dust = cap float q = u_dust * litDistance; //start with exponential attenuation: 0 at D = 0, (1 - e^-5) at D = cap float exponential = 1.0 - exp(-q * 5.0); //then force fog to be opaque at D = cap float transition = clamp((q - 0.9) / 0.1, 0, 1); //exponential up to 90% of cap, perfectly opaque fog at 100% of cap (linear interpolation in-between) float alpha = mix(exponential, 1, transition); //add a bit of unscientific dithering to smoothen out color banding if (u_randomize != 0) alpha = min(alpha + 1e-2 * ditherFraction(), 1.0); fragColor.a = alpha; } }