78c4539646
* Added example 36-sky * Added shaders for example 36-sky. * Fixed brackets, initialisation order and fmod issue
59 lines
1.5 KiB
Scala
59 lines
1.5 KiB
Scala
$input v_normal, v_texcoord0
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/*
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* Copyright 2017 Stanislav Pidhorskyi. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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SAMPLER2D(s_texLightmap, 0);
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uniform vec4 u_sunDirection;
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uniform vec4 u_sunLuminance;
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uniform vec4 u_skyLuminance;
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uniform vec4 u_parameters;
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// https://www.shadertoy.com/view/4ssXRX
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// http://www.loopit.dk/banding_in_games.pdf
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// http://www.dspguide.com/ch2/6.htm
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//uniformly distributed, normalized rand, [0, 1)
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float nrand(in vec2 n)
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{
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return fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453);
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}
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float n4rand_ss(in vec2 n)
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{
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float nrnd0 = nrand( n + 0.07*fract( u_parameters.w ) );
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float nrnd1 = nrand( n + 0.11*fract( u_parameters.w + 0.573953 ) );
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return 0.23*sqrt(-log(nrnd0+0.00001))*cos(2.0*3.141592*nrnd1)+0.5;
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}
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float toLinear(float _rgb)
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{
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return pow(abs(_rgb), 2.2);
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}
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void main()
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{
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vec3 normal = normalize(v_normal);
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float occulsion = toLinear(texture2D(s_texLightmap, v_texcoord0).r);
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vec3 skyDirection = vec3(0.0, 0.0, 1.0);
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float diffuseSun = max(0.0, dot(normal, normalize(u_sunDirection.xyz)));
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float diffuseSky = 1.0 + 0.5 * dot(normal, skyDirection);
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vec3 color = diffuseSun * u_sunLuminance.rgb + (diffuseSky * u_skyLuminance.rgb + 0.01) * occulsion;
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color *= 0.5;
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//color = mix(color, (u_skyLuminance + u_sunLuminance)*0.3, v_fogFactor);
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gl_FragColor.xyz = color * u_parameters.z;
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gl_FragColor.w = 1.0;
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float r = n4rand_ss(gl_FragCoord.xy) / 40.0;
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gl_FragColor.xyz = toGamma(gl_FragColor.xyz) + vec3(r, r, r);
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}
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