Better ambient light estimation

This commit is contained in:
Lauri Räsänen 2023-12-26 20:23:40 +02:00
parent 47ebcf6fed
commit 4203391783
4 changed files with 40 additions and 21 deletions

View file

@ -140,24 +140,24 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
let fog_depth = march_result.y;
let occlusion = march_result.z;
let fog_position = vert.world_position.xyz + direction * fog_depth;
let light_dist = length(light.position - fog_position);
let base_color = vec3<f32>(mix(FOG_DENSITY_COLOR.x, FOG_DENSITY_COLOR.y, fog_density));
let ambient_strength = FOG_AMBIENT;
let ambient_color = base_color * ambient_strength;
var ambient = 2.0 * sample_ambient_light(light.color, light_dist, 1.0);
ambient *= base_color;
var radiance = vec3<f32>(0.0);
let fog_position = vert.world_position.xyz + direction * fog_depth;
let in_light = sample_direct_light(vec4<f32>(fog_position, 1.0));
if (in_light > 0.0) {
// attenuation
let light_dist = length(light.position - fog_position);
let coef_a = 0.0;
let coef_b = 1.0;
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
radiance = light.color.rgb * light.color.a * light_attenuation * in_light * (1.0 - occlusion);
}
var result = ambient_color + radiance;
var result = ambient + radiance;
// tonemap
result = result / (result + vec3(1.0));