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Moved linearDepthMap into Haze.slf
Refactored computation of keylight attenuation - now function in Haze.slh
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3 changed files with 47 additions and 47 deletions
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@ -123,6 +123,9 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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color += ambientSpecular;
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// Directional
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// Get directional light (used by both directional light and haze attenuation)
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Light directionalLight = getLight();
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation
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@ -135,52 +138,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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// Attenuate the light if haze effect selected
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if ((hazeParams.hazeMode & HAZE_MODE_IS_KEYLIGHT_ATTENUATED) == HAZE_MODE_IS_KEYLIGHT_ATTENUATED) {
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// Directional light attenuation is simulated by assuming the light source is at a fixed height above the
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// fragment. This height is where the haze density is reduced by 95% from the haze at the fragment's height
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//
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// The distance is computed from the height and the directional light orientation
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// The distance is limited to height * 1,000, which gives an angle of ~0.057 degrees
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// Get directional light
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Light light = getLight();
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vec3 lightDirection = getLightDirection(light);
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// Height at which haze density is reduced by 95% (default set to 2000.0 for safety ,this should never happen)
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float height_95p = 2000.0;
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if (hazeParams.hazeKeyLightAltitudeFactor > 0.0f) {
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height_95p = -log(0.05) / hazeParams.hazeKeyLightAltitudeFactor;
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}
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// Note that the sine will always be positive
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float sin_pitch = sqrt(1.0 - lightDirection.y * lightDirection.y);
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float distance;
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const float minimumSinPitch = 0.001;
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if (sin_pitch < minimumSinPitch) {
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distance = height_95p / minimumSinPitch;
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} else {
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distance = height_95p / sin_pitch;
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}
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// Position of fragment in world coordinates
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vec4 worldFragPos = invViewMat * vec4(position, 0.0);
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// Integration is from the fragment towards the light source
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// Note that the haze base reference affects only the haze density as function of altitude
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float hazeDensityDistribution =
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hazeParams.hazeKeyLightRangeFactor *
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exp(-hazeParams.hazeKeyLightAltitudeFactor * (worldFragPos.y - hazeParams.hazeBaseReference));
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float hazeIntegral = hazeDensityDistribution * distance;
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// Note that t is constant and equal to -log(0.05)
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// float t = hazeParams.hazeAltitudeFactor * height_95p;
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// hazeIntegral *= (1.0 - exp (-t)) / t;
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hazeIntegral *= 0.3171178;
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float hazeAmount = 1.0 - exp(-hazeIntegral);
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color = mix(color, vec3(0.0, 0.0, 0.0), hazeAmount);
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color = computeHazeColor(color, directionalLight, invViewMat, position);
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}
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return color;
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@ -23,6 +23,7 @@
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<@include Haze.slh@>
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uniform sampler2D colorMap;
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uniform sampler2D linearDepthMap;
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vec4 unpackPositionFromZeye(vec2 texcoord) {
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float Zeye = -texture(linearDepthMap, texcoord).x;
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@ -40,7 +40,48 @@ layout(std140) uniform hazeBuffer {
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HazeParams hazeParams;
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};
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uniform sampler2D linearDepthMap;
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vec3 computeHazeColor(vec3 color, Light directionalLight, mat4 invViewMat, vec3 worldFragPos) {
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// Directional light attenuation is simulated by assuming the light source is at a fixed height above the
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// fragment. This height is where the haze density is reduced by 95% from the haze at the fragment's height
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//
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// The distance is computed from the height and the directional light orientation
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// The distance is limited to height * 1,000, which gives an angle of ~0.057 degrees
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vec3 lightDirection = getLightDirection(directionalLight);
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// Height at which haze density is reduced by 95% (default set to 2000.0 for safety ,this should never happen)
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float height_95p = 2000.0;
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const float log_p_005 = log(0.05);
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if (hazeParams.hazeKeyLightAltitudeFactor > 0.0f) {
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height_95p = -log_p_005 / hazeParams.hazeKeyLightAltitudeFactor;
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}
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// Note that we need the sine to be positive
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float sin_pitch = abs(lightDirection.y);
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float distance;
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const float minimumSinPitch = 0.001;
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if (sin_pitch < minimumSinPitch) {
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distance = height_95p / minimumSinPitch;
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} else {
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distance = height_95p / sin_pitch;
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}
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// Integration is from the fragment towards the light source
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// Note that the haze base reference affects only the haze density as function of altitude
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float hazeDensityDistribution =
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hazeParams.hazeKeyLightRangeFactor *
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exp(-hazeParams.hazeKeyLightAltitudeFactor * (worldFragPos.y - hazeParams.hazeBaseReference));
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float hazeIntegral = hazeDensityDistribution * distance;
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// Note that t is constant and equal to -log(0.05)
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// float t = hazeParams.hazeAltitudeFactor * height_95p;
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// hazeIntegral *= (1.0 - exp (-t)) / t;
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hazeIntegral *= 0.3171178;
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float hazeAmount = 1.0 - exp(-hazeIntegral);
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return mix(color, vec3(0.0, 0.0, 0.0), hazeAmount);
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}
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<@endif@>
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