Add fog to shader

This commit is contained in:
barmal4 2022-01-17 18:49:26 +01:00
parent 3f9711c675
commit 4a26686c86
10 changed files with 35 additions and 4 deletions

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@ -6,15 +6,29 @@ uniform vec3 cameraPos;
in vec3 interpNormal; in vec3 interpNormal;
in vec3 fragPos; in vec3 fragPos;
float near = 0.15f;
float far = 100.0f;
float linearizeDepth(float depth)
{
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
}
float logisticDepth(float depth, float steepness = 0.5f, float offset = 5.0f)
{
float zVal = linearizeDepth(depth);
return (1 / (1 + exp(-steepness * (zVal - offset))));
}
void main() void main()
{ {
float depth = logisticDepth(gl_FragCoord.z);
vec3 lightDir = normalize(lightPos-fragPos); vec3 lightDir = normalize(lightPos-fragPos);
vec3 V = normalize(cameraPos-fragPos); vec3 V = normalize(cameraPos-fragPos);
vec3 normal = normalize(interpNormal); vec3 normal = normalize(interpNormal);
vec3 R = reflect(-normalize(lightDir),normal); vec3 R = reflect(-normalize(lightDir),normal);
float specular = pow(max(0,dot(R,V)),10); float specular = pow(max(0,dot(R,V)),10);
float diffuse = max(0,dot(normal,normalize(lightDir))); float diffuse = max(0,dot(normal,lightDir));
gl_FragColor = vec4(mix(objectColor,objectColor*diffuse+vec3(1)*specular,0.9), 1.0); gl_FragColor = vec4(mix(objectColor,objectColor*diffuse+vec3(1)*specular,0.9), 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
} }

View File

@ -8,8 +8,25 @@ uniform vec3 cameraPos;
in vec3 interpNormal; in vec3 interpNormal;
in vec2 interpTexCoord; in vec2 interpTexCoord;
in vec3 fragPos; in vec3 fragPos;
float near = 0.15f;
float far = 100.0f;
float linearizeDepth(float depth)
{
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
}
float logisticDepth(float depth, float steepness = 0.5f, float offset = 5.0f)
{
float zVal = linearizeDepth(depth);
return (1 / (1 + exp(-steepness * (zVal - offset))));
}
void main() void main()
{ {
float depth = logisticDepth(gl_FragCoord.z);
vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami' vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb; vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
vec3 lightDir = normalize(lightPos-fragPos); vec3 lightDir = normalize(lightPos-fragPos);
@ -17,7 +34,7 @@ void main()
vec3 normal = normalize(interpNormal); vec3 normal = normalize(interpNormal);
vec3 R = reflect(-normalize(lightDir),normal); vec3 R = reflect(-normalize(lightDir),normal);
float specular = pow(max(0,dot(R,V)),10); float specular = pow(max(0,dot(R,V)),100);
float diffuse = max(0,dot(normal,normalize(lightDir))); float diffuse = max(0,dot(normal,normalize(lightDir)));
gl_FragColor = vec4(mix(color,color*diffuse+vec3(1)*specular,0.9), 1.0); gl_FragColor = vec4(mix(color,color*diffuse+vec3(1)*specular,0.9), 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
} }