feeble, miserable little attempt at emulating fog

This commit is contained in:
Arisotura
2019-05-25 04:28:00 +02:00
parent 04f1809dd1
commit 7cdeb7fa4e
3 changed files with 206 additions and 17 deletions

View File

@ -47,13 +47,94 @@ out uvec3 oAttr;
void main()
{
oColor = vec4(uColor).bgra / 31.0;
oAttr.r = uint(0);
oAttr.g = uOpaquePolyID;
oAttr.b = uint(0);
oAttr.r = uOpaquePolyID;
oAttr.g = uint(0);
oAttr.b = uFogFlag;
}
)";
const char* kFinalPassVS = kShaderHeader R"(
in vec2 vPosition;
void main()
{
// heh
gl_Position = vec4(vPosition, 0.0, 1.0);
}
)";
const char* kFinalPassFS = kShaderHeader R"(
uniform sampler2D DepthBuffer;
uniform usampler2D AttrBuffer;
layout(std140) uniform uConfig
{
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
out vec4 oColor;
vec4 CalculateFog(float depth)
{
int idepth = int(depth * 16777216.0);
int densityid, densityfrac;
if (idepth < uFogOffset)
{
densityid = 0;
densityfrac = 0;
}
else
{
uint udepth = uint(idepth);
udepth -= uint(uFogOffset);
udepth = (udepth >> 2) << uint(uFogShift);
densityid = int(udepth >> 17);
if (densityid >= 32)
{
densityid = 32;
densityfrac = 0;
}
else
densityfrac = int(udepth & uint(0x1FFFF));
}
float density =
((uFogDensity[densityid] * float(0x20000-densityfrac)) +
(uFogDensity[densityid+1] * float(densityfrac))) / float(0x20000);
return vec4(uFogColor.bgr,density);
return uFogColor * density;
}
void main()
{
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 ret = vec4(0,0,0,0);
vec4 depth = texelFetch(DepthBuffer, coord, 0);
ivec4 attr = ivec4(texelFetch(AttrBuffer, coord, 0));
if (attr.b != 0) ret = CalculateFog(depth.r);
oColor = ret;
}
)";
const char* kRenderVSCommon = R"(
layout(std140) uniform uConfig
@ -61,6 +142,11 @@ layout(std140) uniform uConfig
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
in uvec4 vPosition;
@ -83,6 +169,11 @@ layout(std140) uniform uConfig
vec2 uScreenSize;
int uDispCnt;
vec4 uToonColors[32];
vec4 uEdgeColors[8];
vec4 uFogColor;
float uFogDensity[34];
int uFogOffset;
int uFogShift;
};
smooth in vec4 fColor;
@ -530,7 +621,8 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
oAttr.g = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
}
)";
@ -544,7 +636,8 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
oAttr.g = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
gl_FragDepth = fZ;
}
)";
@ -558,7 +651,7 @@ void main()
if (col.a >= 30.5/31) discard;
oColor = col;
oAttr.g = uint(0xFF);
oAttr.b = uint(0);
}
)";
@ -573,7 +666,7 @@ void main()
if (col.a >= 30.5/31) discard;
oColor = col;
oAttr.g = uint(0xFF);
oAttr.b = uint(0);
gl_FragDepth = fZ;
}
)";
@ -583,7 +676,6 @@ const char* kRenderFS_ZSM = R"(
void main()
{
oColor = vec4(0,0,0,1);
oAttr.g = uint(0xFF);
}
)";
@ -594,7 +686,6 @@ smooth in float fZ;
void main()
{
oColor = vec4(0,0,0,1);
oAttr.g = uint(0xFF);
gl_FragDepth = fZ;
}
)";