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#version 330 core
out vec4 fragColor;
in vec3 normal_cameraSpace;
in vec3 camera_worldSpace;
in vec3 normal_worldSpace;
in vec3 pos;
in vec3 refrPos;
in float refrProb;
in vec2 uv;
in float matIor;
uniform int wire = 0;
uniform float red = 1.0;
uniform float green = 1.0;
uniform float blue = 1.0;
uniform float alpha = 1.0;
uniform sampler2D sampler;
uniform vec2 widthBounds;
uniform vec2 lengthBounds;
//uniform float test = 0;
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float rand(float n) {
return fract(sin(n) * 43758.5453123);
}
float rand(vec4 n) {
// vec2 first2 = vec2(n[0], n[1]);
//// return 1.f;
return rand(vec2(n[0] * rand(n[2]), n[1] * rand(n[3])));
}
vec2 uvFromWorldPoint(vec3 point) {
float u = (point.x - widthBounds[0]) / (widthBounds[1] - widthBounds[0]);
float v = (point.z - lengthBounds[0]) / (lengthBounds[1] - lengthBounds[0]);
return vec2(u, v);
}
void main() {
// Do lighting in camera space
vec3 lightDir = normalize(vec3(0, 0.5, 1));
lightDir = normalize(vec3(0.f, 3.f, 0.f) - pos);
// float d = clamp(dot(normal_cameraSpace, lightDir), 0, 1);
float d = clamp(dot(normal_worldSpace, lightDir), 0, 1);
vec3 reflectedLight = lightDir - 2 * dot(lightDir, normal_worldSpace) * normal_worldSpace;
vec3 posToCam = normalize(camera_worldSpace - pos);
float spec = pow(dot(posToCam, reflectedLight), 2.f);
// fragColor = texture(sampler, vec2(0.5f, 0.5f));
// fragColor = vec4(abs(pos.x / 160.f), pos.y, 0.f, 1.f);
// fragColor = vec4(uv.y, uv.y, 0.f, 1.f);
// fragColor = vec4(camera_worldSpace.x - pos[0], camera_worldSpace.y - pos[1], pos[2], 1.f);
// fragColor = vec4(- pos[0], 0.f, 0.f, 1.f);
// fragColor = vec4((pos - vec3(widthBounds[0], 0, lengthBounds[0])) / 5.f, 1.f);
// fragColor = vec4(fragColor.x, 0.f, fragColor.z, 1.f);
// fragColor = vec4(test, test, test, 1.f);
vec2 refrUV = uvFromWorldPoint(refrPos);
float beerAtt = exp(-length((pos - refrPos)) * 0.2f); // TODO: Make uniform
vec4 diffuse = vec4(red * d, green * d, blue * d, 1.0f);
vec4 specular = vec4(1, 1, 1, 1) * pow(spec, 10.f);
// vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f);
float waterBlurriness = 0.1f;
vec2 refrUVBlurry = (1 - beerAtt) * vec2(rand(refrUV), rand(vec4(pos, d))) * waterBlurriness + refrUV;
vec4 transmissive = texture(sampler, vec2(refrUVBlurry));
// refrProb *= beerAtt;
fragColor = 0.75f * diffuse; // Diffuse
fragColor += 0.6f * specular; // Specular TODO: Pass multiplications as uniforms.
fragColor = clamp(fragColor, 0.f, 1.f); // Clamp
fragColor *= (1 - ((beerAtt * refrProb) / 1.f));
fragColor += ((beerAtt * refrProb) / 1.5f) * transmissive;
// fragColor = transmissive * refrProb;
fragColor = vec4(vec3(fragColor), 1.5f);
// Dividing refrProb by 2 just for heuristic. Want more phong to show through.
// fragColor = clamp(fragColor, 0.f, 1.f);
// fragColor = vec4(refrProb, 0.f, 0.f, 1.f);
// TODO: ACTUAL LIGHTING MODEL SHOULD BE SOMETHING LIKE
// VELOCITY * DIFFUSE
// (1 - refrProb) * SPECULAR
// refrProb * (BEER * TRANSMISSIVE + (1 - beerAtt) * VOLUME (which is somewhat diffuse too?))
// Transmissive shouldn't just get darker, but blurrier as beer attenuation lowers.
// fragColor = texture(sampler, vec2(refrUV));
}
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