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#version 400 core | ||
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#define PI 3.14159265359 | ||
const float PI2 = PI * 2.0; | ||
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uniform mat4 invViewMatrix; | ||
uniform float gbufferMask; | ||
uniform float blurMask; | ||
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in vec3 eyePosition; | ||
in vec3 worldNormal; | ||
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in vec4 currPosition; | ||
in vec4 prevPosition; | ||
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layout(location = 0) out vec4 fragColor; | ||
layout(location = 3) out vec4 fragRadiance; | ||
layout(location = 4) out vec4 fragVelocity; | ||
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vec3 toLinear(vec3 v) | ||
{ | ||
return pow(v, vec3(2.2)); | ||
} | ||
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float hash(float n) | ||
{ | ||
return fract((1.0 + sin(n)) * 415.92653); | ||
} | ||
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float noise3d(vec3 x) | ||
{ | ||
float xhash = hash(round(400 * x.x) * 37.0); | ||
float yhash = hash(round(400 * x.y) * 57.0); | ||
float zhash = hash(round(400 * x.z) * 67.0); | ||
return fract(xhash + yhash + zhash); | ||
} | ||
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uniform vec3 spaceColor; | ||
uniform float starsThreshold; | ||
uniform float starsBrightness; | ||
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uniform vec3 sunDirection; | ||
uniform vec3 sunColor; | ||
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const float sunEnergy = 100.0; | ||
const float sunAngularDiameterCos = 0.9999; | ||
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void main() | ||
{ | ||
vec3 radiance = toLinear(spaceColor); | ||
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float stars = noise3d(normalize(worldNormal)); | ||
float starsRadiance = (stars >= starsThreshold)? pow((stars - starsThreshold) / (1.0 - starsThreshold), starsBrightness) : 0.0; | ||
vec3 starsColor = vec3(1.0, 1.0, 1.0); // Make uniform | ||
radiance += toLinear(starsColor) * starsRadiance; | ||
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float cosTheta = clamp(dot(normalize(worldNormal), sunDirection), 0.0, 1.0); | ||
float sunDisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta); | ||
radiance += sunColor * sunDisk * sunEnergy; | ||
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vec2 posScreen = (currPosition.xy / currPosition.w) * 0.5 + 0.5; | ||
vec2 prevPosScreen = (prevPosition.xy / prevPosition.w) * 0.5 + 0.5; | ||
vec2 velocity = posScreen - prevPosScreen; | ||
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fragColor = vec4(radiance, gbufferMask); | ||
fragRadiance = vec4(radiance, 0.0); | ||
fragVelocity = vec4(velocity, blurMask, 0.0); | ||
} |
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#version 400 core | ||
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layout (location = 0) in vec3 va_Vertex; | ||
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uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
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uniform mat4 prevModelViewMatrix; | ||
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out vec3 eyePosition; | ||
out vec3 worldNormal; | ||
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out vec4 currPosition; | ||
out vec4 prevPosition; | ||
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void main() | ||
{ | ||
vec4 pos = modelViewMatrix * vec4(va_Vertex, 1.0); | ||
eyePosition = pos.xyz; | ||
worldNormal = normalize(va_Vertex); | ||
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currPosition = projectionMatrix * pos; | ||
prevPosition = projectionMatrix * prevModelViewMatrix * vec4(va_Vertex, 1.0); | ||
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gl_Position = currPosition; | ||
} |
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/* | ||
Copyright (c) 2024 Timur Gafarov | ||
Boost Software License - Version 1.0 - August 17th, 2003 | ||
Permission is hereby granted, free of charge, to any person or organization | ||
obtaining a copy of the software and accompanying documentation covered by | ||
this license (the "Software") to use, reproduce, display, distribute, | ||
execute, and transmit the Software, and to prepare derivative works of the | ||
Software, and to permit third-parties to whom the Software is furnished to | ||
do so, all subject to the following: | ||
The copyright notices in the Software and this entire statement, including | ||
the above license grant, this restriction and the following disclaimer, | ||
must be included in all copies of the Software, in whole or in part, and | ||
all derivative works of the Software, unless such copies or derivative | ||
works are solely in the form of machine-executable object code generated by | ||
a source language processor. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT | ||
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE | ||
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, | ||
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | ||
DEALINGS IN THE SOFTWARE. | ||
*/ | ||
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module dagon.extra.starfieldsky; | ||
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import std.stdio; | ||
import std.math; | ||
import std.conv; | ||
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import dlib.core.memory; | ||
import dlib.core.ownership; | ||
import dlib.math.vector; | ||
import dlib.image.color; | ||
import dlib.text.str; | ||
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import dagon.core.bindings; | ||
import dagon.graphics.state; | ||
import dagon.graphics.shader; | ||
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class StarfieldSkyShader: Shader | ||
{ | ||
String vs, fs; | ||
Color4f spaceColor = Color4f(0.0f, 0.0f, 0.0f, 1.0f); | ||
float starsThreshold = 0.995f; | ||
float starsBrightness = 8.0f; | ||
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Vector3f sunDirection = Vector3f(-1.0f, -1.0f, -1.0f).normalized; | ||
Color4f sunColor = Color4f(1.0f, 1.0f, 1.0f, 1.0f); | ||
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this(Owner owner) | ||
{ | ||
vs = Shader.load("data/__internal/shaders/Sky/Sky.vert.glsl"); | ||
fs = Shader.load("data/__internal/shaders/Sky/Sky.frag.glsl"); | ||
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auto myProgram = New!ShaderProgram(vs, fs, this); | ||
super(myProgram, owner); | ||
} | ||
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~this() | ||
{ | ||
vs.free(); | ||
fs.free(); | ||
} | ||
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override void bindParameters(GraphicsState* state) | ||
{ | ||
setParameter("modelViewMatrix", state.modelViewMatrix); | ||
setParameter("projectionMatrix", state.projectionMatrix); | ||
setParameter("normalMatrix", state.normalMatrix); | ||
setParameter("viewMatrix", state.viewMatrix); | ||
setParameter("invViewMatrix", state.invViewMatrix); | ||
setParameter("prevModelViewMatrix", state.prevModelViewMatrix); | ||
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setParameter("gbufferMask", state.gbufferMask); | ||
setParameter("blurMask", state.blurMask); | ||
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setParameter("spaceColor", spaceColor.rgb); | ||
setParameter("starsThreshold", starsThreshold); | ||
setParameter("starsBrightness", starsBrightness); | ||
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if (state.material.sun) | ||
{ | ||
setParameter("sunDirection", state.material.sun.directionAbsolute); | ||
setParameter("sunColor", state.material.sun.color.rgb); | ||
} | ||
else if (state.environment.sun) | ||
{ | ||
setParameter("sunDirection", state.environment.sun.directionAbsolute); | ||
setParameter("sunColor", state.environment.sun.color.rgb); | ||
} | ||
else | ||
{ | ||
setParameter("sunDirection", -sunDirection); | ||
setParameter("sunColor", sunColor.rgb); | ||
} | ||
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super.bindParameters(state); | ||
} | ||
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override void unbindParameters(GraphicsState* state) | ||
{ | ||
super.unbindParameters(state); | ||
} | ||
} |
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@@ -277,7 +277,6 @@ class OBJAsset: Asset | |
); | ||
} | ||
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writeln("Mesh..."); | ||
mesh = fillMesh( | ||
tmpFaces.data, | ||
tmpTexcoords, | ||
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