34 lines
1.1 KiB
GLSL
34 lines
1.1 KiB
GLSL
uniform sampler2D groundTexture;
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varying vec2 texcoord;
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uniform float viewDistance;
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void main(void)
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{
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gl_FragColor = texture2D(groundTexture, texcoord);
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float yoffset = GROUND_OFFSET - waterHeight;
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vec3 camera = vec3(cameraLocation.x, max(cameraLocation.y + yoffset, 0.0), cameraLocation.z);
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vec3 location = vec3(unprojected.x, max(unprojected.y + yoffset, 0.0), unprojected.z);
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vec3 x = vec3(0.0, Rg + camera.y * WORLD_SCALING, 0.0);
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vec3 v = normalize(location - camera);
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vec3 s = normalize(sunDirection * SUN_DISTANCE_SCALED - x);
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if (v.y == 0.0)
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{
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v.y = -0.000001;
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}
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float r = length(x);
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float mu = dot(x, v) / r;
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float t = length(location - camera) * WORLD_SCALING;
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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gl_FragColor = gl_FragColor * vec4(attenuation, 0.0) + vec4(inscattering, 0.0);
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gl_FragColor = _toneMappingUncharted(gl_FragColor, 2.0);
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gl_FragColor.a = mix(1.0, 0.0, clamp((t - viewDistance * 0.8) / (viewDistance * 0.2), 0.0, 1.0));
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}
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