feat: deferred shading (day 2)
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@@ -0,0 +1,19 @@
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#ifndef FOG_GLSL_
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#define FOG_GLSL_
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform float u_weatherFogOpacity;
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uniform float u_weatherFogDencity;
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uniform float u_weatherFogCurve;
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float calc_fog(float depth) {
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return min(
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1.0,
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max(pow(depth * u_fogFactor, u_fogCurve),
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min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
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u_weatherFogOpacity))
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);
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}
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#endif // FOG_GLSL_
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@@ -1,12 +1,6 @@
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#ifndef LIGHTING_GLSL_
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#define LIGHTING_GLSL_
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform float u_weatherFogOpacity;
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uniform float u_weatherFogDencity;
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uniform float u_weatherFogCurve;
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float calc_torch_light(vec3 normal, vec3 modelpos) {
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance)
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* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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@@ -16,13 +10,4 @@ vec3 calc_screen_normal(vec3 normal) {
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return transpose(inverse(mat3(u_view * u_model))) * normal;
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}
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float calc_fog(float depth) {
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return min(
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1.0,
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max(pow(depth * u_fogFactor, u_fogCurve),
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min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
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u_weatherFogOpacity))
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);
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}
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#endif // LIGHTING_GLSL_
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@@ -10,14 +10,14 @@ uniform int u_shadowsRes;
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uniform float u_shadowsOpacity;
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uniform float u_shadowsSoftness;
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float calc_shadow() {
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float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) {
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#ifdef ENABLE_SHADOWS
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float step = 1.0 / float(u_shadowsRes);
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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04);
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int shadowIdx = a_distance > 80.0 ? 1 : 0;
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vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04);
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int shadowIdx = distance > 80.0 ? 1 : 0;
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vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0);
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vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(modelPos.xyz + normalOffset, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.00001 / u_shadowsRes;
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@@ -26,7 +26,7 @@ float calc_shadow() {
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}
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float shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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if (dot(realnormal, u_sunDir) < 0.0) {
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// 3x3 kernel
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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