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- uniform sampler2D dtex;
- uniform float density;
- uniform vec3 fogcol;
- flat in vec3 center;
- flat in float energy;
- flat in vec3 col;
- flat in float radius;
- out vec4 Fog;
- vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
- void main()
- {
- vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
- pseudocenter /= pseudocenter.w;
- vec3 light_pos = pseudocenter.xyz;
- vec3 light_col = col.xyz;
- // Compute pixel position
- vec2 texc = 2. * gl_FragCoord.xy / screen;
- float z = texture(dtex, texc).x;
- vec4 pixelpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix);
- vec3 eyedir = -normalize(pixelpos.xyz);
- vec3 farthestpoint = - eyedir * (min(dot(-eyedir, light_pos) + radius, length(pixelpos.xyz)));
- vec3 closestpoint = - eyedir * (dot(-eyedir, light_pos) - radius);
- if (closestpoint.z < 1.) closestpoint = vec3(0.);
- float stepsize = length(farthestpoint - closestpoint) / 16;
- vec3 fog = vec3(0.);
- vec3 xpos = farthestpoint;
- for (int i = 0; i < 16; i++)
- {
- float d = distance(light_pos, xpos);
- float l = (16 - i) * stepsize;
- float att = energy * 20. / (1. + d * d);
- att *= max((radius - d) / radius, 0.);
- fog += density * light_col * att * exp(- density * d) * exp(- density * l) * stepsize;
- xpos += stepsize * eyedir;
- }
- Fog = vec4(fogcol * fog, 0.);
- }
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