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-rw-r--r--drivers/gles3/shaders/sky.glsl37
1 files changed, 35 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
index 9de65ba960..f734e4b355 100644
--- a/drivers/gles3/shaders/sky.glsl
+++ b/drivers/gles3/shaders/sky.glsl
@@ -108,11 +108,11 @@ uniform float sky_energy_multiplier;
uniform float luminance_multiplier;
uniform float fog_aerial_perspective;
-uniform vec3 fog_light_color;
+uniform vec4 fog_light_color;
uniform float fog_sun_scatter;
uniform bool fog_enabled;
uniform float fog_density;
-uniform float z_far;
+uniform float fog_sky_affect;
uniform uint directional_light_count;
#ifdef USE_MULTIVIEW
@@ -135,6 +135,24 @@ vec3 interleaved_gradient_noise(vec2 pos) {
}
#endif
+#if !defined(DISABLE_FOG)
+vec4 fog_process(vec3 view, vec3 sky_color) {
+ vec3 fog_color = mix(fog_light_color.rgb, sky_color, fog_aerial_perspective);
+
+ if (fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ for (uint i = 0u; i < directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
+ fog_color += light_color * light_amount * fog_sun_scatter;
+ }
+ }
+
+ return vec4(fog_color, 1.0);
+}
+#endif // !DISABLE_FOG
+
void main() {
vec3 cube_normal;
#ifdef USE_MULTIVIEW
@@ -203,6 +221,21 @@ void main() {
// Convert to Linear for tonemapping so color matches scene shader better
color = srgb_to_linear(color);
+
+#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (fog_enabled) {
+ vec4 fog = fog_process(cube_normal, color.rgb);
+ color.rgb = mix(color.rgb, fog.rgb, fog.a * fog_sky_affect);
+ }
+
+ if (custom_fog.a > 0.0) {
+ color.rgb = mix(color.rgb, custom_fog.rgb, custom_fog.a);
+ }
+
+#endif // DISABLE_FOG
+
color *= exposure;
#ifdef APPLY_TONEMAPPING
color = apply_tonemapping(color, white);