sky_blending.glslf 4.3 KB

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  1. #ifndef SKY_BLENDING_GLSLF
  2. #define SKY_BLENDING_GLSLF
  3. #include <std.glsl>
  4. #include <blending.glslf>
  5. /*==============================================================================
  6. VARS
  7. ==============================================================================*/
  8. #var WO_SKYREAL 0
  9. #var WO_SKYBLEND 0
  10. #var BLENDTYPE MIX
  11. #var MTEX_RGBTOINT 0
  12. #var WOMAP_HORIZ 0
  13. #var WOMAP_ZENUP 0
  14. #var WOMAP_ZENDOWN 0
  15. #var WOMAP_BLEND 0
  16. #var MTEX_NEGATIVE 0
  17. /*============================================================================*/
  18. vec3 col_blending(vec3 col1, vec3 col2, float factor, float facg)
  19. {
  20. float fact = factor * facg;
  21. #if BLENDTYPE == MIX
  22. return col_blend(col2, col1, fact);
  23. #elif BLENDTYPE == ADD
  24. return col_add(col1, col2, fact);
  25. #elif BLENDTYPE == SUBTRACT
  26. return col_sub(col1, col2, fact);
  27. #elif BLENDTYPE == MULTIPLY
  28. return col_mul(col1, col2, fact);
  29. #elif BLENDTYPE == SCREEN
  30. return col_screen(col1, col2, fact);
  31. #elif BLENDTYPE == OVERLAY
  32. return col_overlay(col1, col2, fact);
  33. #elif BLENDTYPE == DIFFERENCE
  34. return col_diff(col1, col2, fact);
  35. #elif BLENDTYPE == DIVIDE
  36. return col_div(col1, col2, fact);
  37. #elif BLENDTYPE == DARKEN
  38. return col_dark(col1, col2, fact);
  39. #elif BLENDTYPE == LIGHTEN
  40. return col_light(col1, col2, fact);
  41. #elif BLENDTYPE == HUE
  42. return col_hue(col2, col1, fact);
  43. #elif BLENDTYPE == SATURATION
  44. return col_sat(col2, col1, fact);
  45. #elif BLENDTYPE == VALUE
  46. return col_val(col2, col1, fact);
  47. #elif BLENDTYPE == COLOR
  48. return col_color(col2, col1, fact);
  49. #elif BLENDTYPE == SOFT_LIGHT
  50. return col_soft_light(col2, col1, fact);
  51. #elif BLENDTYPE == LINEAR_LIGHT
  52. return col_lin_light(col2, col1, fact);
  53. #endif
  54. return vec3(1.0, 0.0, 1.0);
  55. }
  56. float val_blending(float val1, float val2, float factor, float facg)
  57. {
  58. vec3 col1 = vec3(val1), col2 = vec3(val2);
  59. float fact = factor * facg;
  60. #if BLENDTYPE == MIX
  61. return col_blend(col2, col1, fact).x;
  62. #elif BLENDTYPE == ADD
  63. return col_add(col1, col2, fact).x;
  64. #elif BLENDTYPE == SUBTRACT
  65. return col_sub(col1, col2, fact).x;
  66. #elif BLENDTYPE == MULTIPLY
  67. return val_mul(val1, val2, fact, facg);
  68. #elif BLENDTYPE == SCREEN
  69. return val_screen(val1, val2, fact, facg);
  70. #elif BLENDTYPE == OVERLAY
  71. return val_overlay(val1, val2, fact, facg);
  72. #elif BLENDTYPE == DIFFERENCE
  73. return col_diff(col1, col2, fact).x;
  74. #elif BLENDTYPE == DIVIDE
  75. return col_div(col1, col2, fact).x;
  76. #elif BLENDTYPE == DARKEN
  77. return col_dark(col1, col2, fact).x;
  78. #elif BLENDTYPE == LIGHTEN
  79. return col_light(col1, col2, fact).x;
  80. #elif BLENDTYPE == SOFT_LIGHT
  81. return col_soft_light(col2, col1, fact).x;
  82. #elif BLENDTYPE == LINEAR_LIGHT
  83. return col_lin_light(col2, col1, fact).x;
  84. #endif
  85. return 0.0;
  86. }
  87. vec3 blend_sky_color(vec3 hor, vec3 zen, vec4 tcol, float blend, vec3 view)
  88. {
  89. float tin = 1.0; // texture.tin does matter later
  90. tin = tcol.a;
  91. # if MTEX_RGBTOINT // MTEX_RGBTOINT means RGB flag too
  92. tin = luma(tcol);
  93. # endif
  94. # if MTEX_NEGATIVE
  95. # if !MTEX_RGBTOINT
  96. tcol = vec4(vec3(1.0)-tcol.rgb, tcol.a);
  97. # else
  98. tin = 1.0 - tin;
  99. # endif
  100. # endif
  101. # if WOMAP_HORIZ || WOMAP_ZENUP || WOMAP_ZENDOWN
  102. # if MTEX_RGBTOINT
  103. tcol = vec4(u_sky_tex_color, 1.0);
  104. # else
  105. tin = tcol.a;
  106. # endif
  107. // skip inverse gamma correction
  108. # if WOMAP_HORIZ
  109. hor = col_blending(tcol.rgb, hor, tin, u_sky_tex_fac[1]);
  110. # endif
  111. # if WOMAP_ZENUP || WOMAP_ZENDOWN
  112. float zenfac = 0.0;
  113. # if WO_SKYREAL
  114. if (dot(view, vec3(0.0, 0.0, 1.0)) >= 0.0) { // instead of skyflag
  115. # if WOMAP_ZENUP
  116. zenfac = u_sky_tex_fac[2];
  117. # else
  118. ;
  119. # endif
  120. }
  121. # if WOMAP_ZENDOWN
  122. else
  123. zenfac = u_sky_tex_fac[3];
  124. # endif
  125. # else // WO_SKYREAL
  126. # if WOMAP_ZENUP
  127. zenfac = u_sky_tex_fac[2];
  128. # elif WOMAP_ZENDOWN
  129. zenfac = u_sky_tex_fac[3];
  130. # endif
  131. # endif
  132. if (zenfac != 0.0)
  133. zen = col_blending(tcol.rgb, zen, tin, zenfac);
  134. # endif
  135. # endif // WOMAP_HORIZ || WOMAP_ZENUP || WOMAP_ZENDOWN
  136. # if WOMAP_BLEND
  137. # if !MTEX_RGBTOINT
  138. tin = dot(tcol.rgb, vec3(0.2126, 0.7152, 0.0722));
  139. # endif
  140. blend = val_blending(u_sky_tex_dvar, blend, tin, u_sky_tex_fac[0]);
  141. # endif
  142. # if WO_SKYBLEND
  143. vec3 sky_color = mix(hor, zen, blend);
  144. # else
  145. vec3 sky_color = hor;
  146. # endif
  147. return sky_color;
  148. }
  149. #endif