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