$input v_normal, v_texcoord0 /* * Copyright 2017 Stanislav Pidhorskyi. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" SAMPLER2D(s_texLightmap, 0); uniform vec4 u_sunDirection; uniform vec4 u_sunLuminance; uniform vec4 u_skyLuminance; uniform vec4 u_parameters; // https://www.shadertoy.com/view/4ssXRX // http://www.loopit.dk/banding_in_games.pdf // http://www.dspguide.com/ch2/6.htm //uniformly distributed, normalized rand, [0, 1) float nrand(in vec2 n) { return fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); } float n4rand_ss(in vec2 n) { float nrnd0 = nrand( n + 0.07*fract( u_parameters.w ) ); float nrnd1 = nrand( n + 0.11*fract( u_parameters.w + 0.573953 ) ); return 0.23*sqrt(-log(nrnd0+0.00001))*cos(2.0*3.141592*nrnd1)+0.5; } float toLinear(float _rgb) { return pow(abs(_rgb), 2.2); } void main() { vec3 normal = normalize(v_normal); float occulsion = toLinear(texture2D(s_texLightmap, v_texcoord0).r); vec3 skyDirection = vec3(0.0, 0.0, 1.0); float diffuseSun = max(0.0, dot(normal, normalize(u_sunDirection.xyz))); float diffuseSky = 1.0 + 0.5 * dot(normal, skyDirection); vec3 color = diffuseSun * u_sunLuminance.rgb + (diffuseSky * u_skyLuminance.rgb + 0.01) * occulsion; color *= 0.5; //color = mix(color, (u_skyLuminance + u_sunLuminance)*0.3, v_fogFactor); gl_FragColor.xyz = color * u_parameters.z; gl_FragColor.w = 1.0; float r = n4rand_ss(gl_FragCoord.xy) / 40.0; gl_FragColor.xyz = toGamma(gl_FragColor.xyz) + vec3(r, r, r); }