145 lines
3.2 KiB
GLSL
145 lines
3.2 KiB
GLSL
#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 cameraPos;
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uniform bool glowCheck;
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uniform bool toneMappingCheck;
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uniform float time;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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uniform sampler2D colorTexture;
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vec3 toneMapping(vec3 color)
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{
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float exposure = 0.06;
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vec3 mapped = 1 - exp(-color * exposure);
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return mapped;
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}
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float random (in vec2 _st) {
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return fract(sin(dot(_st.xy,
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vec2(-0.550,0.430)))*
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43758.5453123);
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}
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float noise (in vec2 _st) {
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vec2 i = floor(_st);
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vec2 f = fract(_st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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#define NUM_OCTAVES 5
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float fbm ( in vec2 _st) {
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.5));
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for (int i = 0; i < NUM_OCTAVES; ++i) {
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v += a * noise(_st);
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_st = rot * _st * 2.0 + shift;
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a *= 0.75;
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}
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return v;
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}
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vec3 noiseColor() {
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vec2 st = vtc.xy * 9.;
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vec3 color = vec3(0.0);
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vec2 q = vec2(0.);
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q.x = fbm(st + 0.0 * time);
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q.y = fbm(st + vec2(1.0));
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vec2 r = vec2(0.);
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r.x = fbm(st + 1.0 * q + vec2(1.7, 9.2) + 0.15 * time);
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r.y = fbm(st + 1.0 * q + vec2(8.3, 2.8) + 0.12 * time);
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float f = fbm(st+r);
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color = mix(vec3(0.667,0.640,0.088),
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vec3(0.667,0.520,0.134),
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clamp((f*f)*4.640,0.712,0.056));
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color = mix(color,
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vec3(0.165,0.111,0.036),
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clamp(length(q),0.072,0.408));
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color = mix(color,
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vec3(1.000,0.306,0.143),
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clamp(length(r.x),0.0,1.0));
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vec3 noiseColor = vec3((f*f*f+1.384*f*f+1.044*f)*color);
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return noiseColor;
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}
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void main()
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{
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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if (glowCheck)
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{
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float glowDot = dot(normal, viewDir);
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vec3 glowColor = vec3(1.0, 0.08, 0.02);
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textureColor = mix(textureColor, glowColor, pow(1 - glowDot, 2));
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}
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vec3 mixedColor;
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if (glowCheck)
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{
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vec3 noiseColor = noiseColor();
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mixedColor = mix(textureColor, noiseColor, 0.35);
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}
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else
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mixedColor = textureColor * lightColor * 0.2f;
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vec3 toneMappedColor;
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if (toneMappingCheck)
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{
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100;
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toneMappedColor = toneMapping(mixedColor * distance);
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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}
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else
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toneMappedColor = mixedColor;
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vec3 finalColor = toneMappedColor;
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 1.0);
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else
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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outColor = vec4(finalColor, 1.0);
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} |