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#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
/* Step 4 : Apply final integration on top of the scene color. */
uniform sampler2D inSceneDepth;
/* Blend equation is : FragColor0 + FragColor1 * DstColor */
#ifdef VOLUMETRICS_ACCUM
layout(location = 0) out vec4 FragColor0;
layout(location = 1) out vec4 FragColor1;
#else
layout(location = 0, index = 0) out vec4 FragColor0;
layout(location = 0, index = 1) out vec4 FragColor1;
#endif
void main()
{
vec2 uvs = gl_FragCoord.xy / vec2(textureSize(inSceneDepth, 0));
float scene_depth = texture(inSceneDepth, uvs).r;
vec3 transmittance, scattering;
volumetric_resolve(uvs, scene_depth, transmittance, scattering);
/* Approximate volume alpha by using a monochromatic transmittance
* and adding it to the scene alpha. */
float alpha = dot(transmittance, vec3(1.0 / 3.0));
FragColor0 = vec4(scattering, 1.0 - alpha);
FragColor1 = vec4(transmittance, alpha);
}
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