2023-10-23 17:15:56 -04:00
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2023-01-12 15:00:14 -05:00
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2023-06-22 14:58:16 -04:00
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uniform float noPuddleAreas;
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2023-04-16 16:18:26 -04:00
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float densityAtPosFog(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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f = (f*f) * (3.-2.*f);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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vec2 xy = texture2D(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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}
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2023-01-12 15:00:14 -05:00
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2023-06-16 00:33:50 -04:00
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2023-01-12 15:00:14 -05:00
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float cloudVol(in vec3 pos){
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vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
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vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
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2023-10-07 22:18:20 -04:00
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float fogYstart = SEA_LEVEL-6;
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2023-01-12 15:00:14 -05:00
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2023-10-07 22:18:20 -04:00
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float mult = exp( -max((pos.y - fogYstart) / 35.,0.0));
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2023-06-28 18:59:21 -04:00
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float fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0 );
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float fog_eroded = 1.0 - densityAtPosFog(samplePos2 * 200.0 );
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2023-04-16 16:18:26 -04:00
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// float CloudyFog = max( (fog_shape*2.0 - fog_eroded*0.5) - 1.2, max(fog_shape-0.8,0.0)) * mult;
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2023-01-12 15:00:14 -05:00
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2023-10-07 22:18:20 -04:00
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float heightlimit = exp2( -max((pos.y - fogYstart * (1.0+snowStorm)) / 25.,0.0));
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2023-06-22 21:00:42 -04:00
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float CloudyFog = max((fog_shape*1.2 - fog_eroded*0.2) - 0.75,0.0) * heightlimit ;
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2023-01-12 15:00:14 -05:00
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2023-10-07 22:18:20 -04:00
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float UniformFog = exp( max(pos.y - fogYstart,0.0) / -25) + 0.05;
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// UniformFog = 1.0;
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2023-01-12 15:00:14 -05:00
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2023-10-07 22:18:20 -04:00
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// float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 72. * rainStrength * noPuddleAreas * RainFog_amount;
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float RainFog = (2 + max(fog_shape*10. - 7.,0.5)*2.0) * UniformFog * rainStrength * noPuddleAreas * RainFog_amount;
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2023-01-12 15:00:14 -05:00
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2023-10-07 22:18:20 -04:00
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#ifdef PER_BIOME_ENVIRONMENT
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2023-06-28 19:02:45 -04:00
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// sandstorms and snowstorms
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if(sandStorm > 0 || snowStorm > 0) CloudyFog = mix(CloudyFog, max(densityAtPosFog((samplePos2 - vec3(frameTimeCounter,0,frameTimeCounter)*10) * 100.0 ) - 0.2,0.0) * heightlimit, sandStorm+snowStorm);
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#endif
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2023-06-28 18:59:21 -04:00
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2023-01-12 15:00:14 -05:00
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TimeOfDayFog(UniformFog, CloudyFog);
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2023-06-11 18:32:37 -04:00
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return CloudyFog + UniformFog + RainFog;
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2023-01-12 15:00:14 -05:00
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}
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2023-10-23 17:15:56 -04:00
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float phaseRayleigh(float cosTheta) {
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const vec2 mul_add = vec2(0.1, 0.28) / acos(-1.0);
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return cosTheta * mul_add.x + mul_add.y; // optimized version from [Elek09], divided by 4 pi for energy conservation
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}
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float fogPhase(float lightPoint){
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float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
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float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
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float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
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exponential += sqrt(exp2(sqrt(linear) * -12.5));
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return exponential;
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}
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// uniform bool inSpecialBiome;
|
2023-10-07 22:18:20 -04:00
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vec4 GetVolumetricFog(
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|
vec3 viewPosition,
|
2023-01-12 15:00:14 -05:00
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float dither,
|
2023-10-07 22:18:20 -04:00
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vec3 LightColor,
|
2023-04-16 16:18:26 -04:00
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vec3 AmbientColor
|
2023-01-12 15:00:14 -05:00
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){
|
2023-12-08 01:14:42 -05:00
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/// ------------- RAYMARCHING STUFF ------------- \\\
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2023-01-12 15:00:14 -05:00
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//project pixel position into projected shadowmap space
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2023-10-07 22:18:20 -04:00
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vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz;
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2023-01-12 15:00:14 -05:00
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vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
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fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
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//project view origin into projected shadowmap space
|
2023-10-07 22:18:20 -04:00
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vec3 start = toShadowSpaceProjected(vec3(0.0));
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2023-01-12 15:00:14 -05:00
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|
//rayvector into projected shadow map space
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|
|
//we can use a projected vector because its orthographic projection
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|
//however we still have to send it to curved shadow map space every step
|
2023-10-07 22:18:20 -04:00
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vec3 dV = fragposition - start;
|
2023-01-12 15:00:14 -05:00
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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|
2023-10-07 22:18:20 -04:00
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|
float maxLength = min(length(dVWorld), far)/length(dVWorld);
|
2023-01-12 15:00:14 -05:00
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|
dV *= maxLength;
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dVWorld *= maxLength;
|
2023-12-08 01:14:42 -05:00
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|
float dL = length(dVWorld);
|
2023-01-12 15:00:14 -05:00
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|
vec3 progress = start.xyz;
|
2023-12-08 01:14:42 -05:00
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|
vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
|
2023-01-12 15:00:14 -05:00
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|
2023-12-08 01:14:42 -05:00
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|
vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
|
2023-10-07 22:18:20 -04:00
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|
float SdotV = dot(sunVec,normalize(viewPosition))*lightCol.a;
|
2023-01-12 15:00:14 -05:00
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|
2023-12-08 01:14:42 -05:00
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/// ------------- COLOR/LIGHTING STUFF ------------- \\\
|
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|
vec3 color = vec3(0.0);
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|
vec3 absorbance = vec3(1.0);
|
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|
2023-01-12 15:00:14 -05:00
|
|
|
//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
|
2023-10-23 17:15:56 -04:00
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|
float mie = fogPhase(SdotV) * 5.0;
|
2023-01-12 15:00:14 -05:00
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|
float rayL = phaseRayleigh(SdotV);
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|
2023-10-07 22:18:20 -04:00
|
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|
vec3 rC = vec3(fog_coefficientRayleighR*1e-6, fog_coefficientRayleighG*1e-5, fog_coefficientRayleighB*1e-5);
|
|
|
|
vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
|
2023-12-08 01:14:42 -05:00
|
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|
|
2023-10-07 22:18:20 -04:00
|
|
|
vec3 LightSourceColor = LightColor;
|
2023-10-20 21:24:50 -04:00
|
|
|
#ifdef ambientLight_only
|
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|
|
LightSourceColor = vec3(0.0);
|
|
|
|
#endif
|
2023-06-22 21:00:42 -04:00
|
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|
|
2023-12-08 01:14:42 -05:00
|
|
|
vec3 skyCol0 = AmbientColor;
|
2023-10-07 22:18:20 -04:00
|
|
|
#ifdef PER_BIOME_ENVIRONMENT
|
|
|
|
BiomeFogColor(LightSourceColor);
|
|
|
|
BiomeFogColor(skyCol0);
|
|
|
|
#endif
|
|
|
|
|
2023-12-08 01:14:42 -05:00
|
|
|
skyCol0 = max(skyCol0 + skyCol0*(normalize(wpos).y*0.9+0.1),0.0);
|
2023-06-22 21:00:42 -04:00
|
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|
2023-01-12 15:00:14 -05:00
|
|
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|
|
|
|
|
2023-06-26 00:33:31 -04:00
|
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|
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
|
2023-10-08 17:32:46 -04:00
|
|
|
|
2023-12-08 01:14:42 -05:00
|
|
|
float expFactor = 11.0;
|
2023-04-16 16:18:26 -04:00
|
|
|
for (int i=0;i<VL_SAMPLES;i++) {
|
|
|
|
float d = (pow(expFactor, float(i+dither)/float(VL_SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
|
|
|
float dd = pow(expFactor, float(i+dither)/float(VL_SAMPLES)) * log(expFactor) / float(VL_SAMPLES)/(expFactor-1.0);
|
2023-01-12 15:00:14 -05:00
|
|
|
progress = start.xyz + d*dV;
|
|
|
|
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-01-12 15:00:14 -05:00
|
|
|
//project into biased shadowmap space
|
|
|
|
float distortFactor = calcDistort(progress.xy);
|
|
|
|
vec3 pos = vec3(progress.xy*distortFactor, progress.z);
|
2023-10-07 22:18:20 -04:00
|
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|
|
2023-01-12 15:00:14 -05:00
|
|
|
float sh = 1.0;
|
2023-06-13 14:36:07 -04:00
|
|
|
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
|
|
|
|
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
|
2023-10-07 22:18:20 -04:00
|
|
|
sh = shadow2D(shadow, pos).x;
|
2023-06-13 14:36:07 -04:00
|
|
|
}
|
2023-10-07 22:18:20 -04:00
|
|
|
|
2023-01-12 15:00:14 -05:00
|
|
|
#ifdef VL_CLOUDS_SHADOWS
|
2023-10-07 22:18:20 -04:00
|
|
|
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
|
2023-01-12 15:00:14 -05:00
|
|
|
#endif
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-08 01:14:42 -05:00
|
|
|
float densityVol = cloudVol(progressW) * lightleakfix;
|
2023-01-12 15:00:14 -05:00
|
|
|
//Water droplets(fog)
|
2023-12-08 01:14:42 -05:00
|
|
|
float density = densityVol*300.;
|
2023-01-12 15:00:14 -05:00
|
|
|
|
|
|
|
//Just air
|
2023-10-07 22:18:20 -04:00
|
|
|
vec2 airCoef = exp(-max(progressW.y - SEA_LEVEL, 0.0) / vec2(8.0e3, 1.2e3) * vec2(6.,7.0)) * 24 * Haze_amount;
|
2023-01-12 15:00:14 -05:00
|
|
|
|
|
|
|
//Pbr for air, yolo mix between mie and rayleigh for water droplets
|
|
|
|
vec3 rL = rC*airCoef.x;
|
2023-10-07 22:18:20 -04:00
|
|
|
vec3 m = (airCoef.y+density) * mC;
|
2023-01-12 15:00:14 -05:00
|
|
|
|
2023-12-08 01:14:42 -05:00
|
|
|
vec3 AtmosphericFog = skyCol0 * (rL*3.0 + m);
|
2023-10-07 22:18:20 -04:00
|
|
|
vec3 DirectLight = (LightSourceColor*sh) * (rayL*rL*3.0 + m*mie);
|
2023-01-12 15:00:14 -05:00
|
|
|
vec3 AmbientLight = skyCol0 * m;
|
2023-10-07 22:18:20 -04:00
|
|
|
vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz) * m;
|
2023-01-12 15:00:14 -05:00
|
|
|
|
2023-12-08 01:14:42 -05:00
|
|
|
vec3 lighting = (AtmosphericFog + AmbientLight + DirectLight + Lightning) * lightleakfix;
|
2023-10-23 17:15:56 -04:00
|
|
|
|
2023-10-07 22:18:20 -04:00
|
|
|
|
2023-12-08 01:14:42 -05:00
|
|
|
color += max(lighting - lighting * exp(-(rL+m)*dd*dL),0.0) / max(rL+m, 0.00000001)*absorbance;
|
|
|
|
absorbance *= max(exp(-(rL+m)*dd*dL),0.0);
|
2023-01-12 15:00:14 -05:00
|
|
|
}
|
2023-12-08 01:14:42 -05:00
|
|
|
return vec4(color, dot(absorbance,vec3(0.333333)));
|
2023-06-10 23:30:29 -04:00
|
|
|
}
|
|
|
|
|
2023-12-08 01:14:42 -05:00
|
|
|
/*
|
2023-12-05 22:06:47 -05:00
|
|
|
/// experimental functions to render clouds and fog in 2 passes
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float cloudCoverage(in vec3 pos, float minHeight, float maxHeight){
|
|
|
|
float FinalCloudCoverage = 0.0;
|
|
|
|
vec3 playerPos = pos - cameraPosition;
|
|
|
|
vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4;
|
2023-06-14 18:42:33 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
// minHeight -= curvature; maxHeight -= curvature;
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float thingy = pow(1.0-clamp(1.0-length(playerPos)/2000,0,1),2) * 2.0;
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float CloudLarge = texture2D(noisetex, (samplePos.xz+ cloud_movement)/5000.0).b;
|
|
|
|
float CloudSmall = texture2D(noisetex, (samplePos.xz- cloud_movement)/500.0).r;
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float coverage = abs(CloudLarge*2.0 - 1.2)*0.5 - (1.0-CloudSmall);
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-06-16 00:01:03 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
/////// FIRST LAYER
|
|
|
|
float layer0 = min(min(coverage + max(Cumulus_coverage,thingy), clamp(maxHeight - pos.y,0,1)), 1.0 - clamp(minHeight - pos.y,0,1));
|
|
|
|
|
|
|
|
float Topshape = max(pos.y - (maxHeight - 75),0.0) / 200.0;
|
|
|
|
Topshape += max(pos.y - (maxHeight - 10),0.0) / 50.0;
|
2023-06-22 21:00:42 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float Baseshape = max(minHeight + 12.5 - pos.y, 0.0) / 50.0;
|
|
|
|
|
|
|
|
FinalCloudCoverage += max(layer0 - Topshape - Baseshape,0.0);
|
2023-06-26 00:33:31 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float erosion = 1.0 - densityAtPos(samplePos * 200);
|
|
|
|
float noise = erosion * (1.0-FinalCloudCoverage) ;
|
|
|
|
FinalCloudCoverage = max(FinalCloudCoverage - noise*noise*0.5, 0.0);
|
|
|
|
|
|
|
|
return FinalCloudCoverage;
|
|
|
|
}
|
2023-06-26 00:33:31 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
vec4 renderVolumetrics(
|
|
|
|
vec3 viewPosition,
|
|
|
|
vec2 dither,
|
|
|
|
vec3 directLightColor,
|
|
|
|
vec3 skyLightColor
|
|
|
|
){
|
|
|
|
int SAMPLES = 30;
|
|
|
|
vec3 color = vec3(0.0);
|
|
|
|
float absorbance = 1.0;
|
2023-06-26 00:33:31 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz;
|
|
|
|
vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
|
|
|
|
fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
|
2023-06-22 21:00:42 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
//////////////////////////////////////////
|
|
|
|
////// lighting stuff
|
|
|
|
//////////////////////////////////////////
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float shadowStep = 200.0;
|
|
|
|
vec3 dV_Sun = WsunVec*shadowStep;
|
|
|
|
float SdotV = dot(mat3(gbufferModelView)*WsunVec,normalize(viewPosition));
|
|
|
|
// if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
|
2023-06-22 21:00:42 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float mieDay = phaseg(SdotV, 0.75);
|
|
|
|
float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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vec3 sunScattering = directLightColor * mieDay * 3.14;
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vec3 sunMultiScattering = directLightColor * mieDayMulti * 4.0;
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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//////////////////////////////////////////
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////// raymarching stuff
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//////////////////////////////////////////
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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//project view origin into projected shadowmap space
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vec3 start = toShadowSpaceProjected(vec3(0.0));
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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vec3 dV = fragposition - start;
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// vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
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vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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// float maxLength = min(length(dVWorld), far)/length(dVWorld);
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float maxLength = 1.0;
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dV *= maxLength;
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dVWorld *= maxLength;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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float dL = length(dVWorld);
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float minCloudHeight = Cumulus_height;
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float maxCloudHeight = minCloudHeight + 100;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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float expFactor = 11.0;
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vec3 progress = start.xyz;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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float heightRelativeToClouds = clamp(1.0 - max(eyeAltitude - (Cumulus_height),0.0) / 100.0 ,0.0,1.0);
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for (int i=0; i < SAMPLES; i++) {
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float d = (pow(expFactor, float(i+dither.x)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1.0-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither.x)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
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progress = start.xyz + d*dV;
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// progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
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progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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float curvature = pow(length(progressW-cameraPosition)/200.0,2.0) * heightRelativeToClouds ;
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minCloudHeight -= curvature; maxCloudHeight -= curvature;
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2023-06-10 23:30:29 -04:00
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2023-06-14 18:42:33 -04:00
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//project into biased shadowmap space
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float distortFactor = calcDistort(progress.xy);
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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float sh = 1.0;
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2023-06-14 18:42:33 -04:00
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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2023-12-05 22:06:47 -05:00
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sh = shadow2D(shadow, pos).x;
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2023-06-14 18:42:33 -04:00
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}
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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float cloud = cloudCoverage(progressW, minCloudHeight, maxCloudHeight);
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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float UniformFog = clamp(1.0 - (progressW.y-minCloudHeight-100) / 200,0.0,1.0);
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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float density = max(cloud, (UniformFog*UniformFog) * 0.00);
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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float horizonfalloff = exp(-(1.0-clamp(normalize(progressW-vec3(cameraPosition.x,0.0,cameraPosition.x)).y+1.0,0,1)));
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sunScattering *= horizonfalloff;
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sunMultiScattering *= horizonfalloff;
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2023-06-14 18:42:33 -04:00
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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// if(density > 1e-5){
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float muE = density * 0.5;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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float sunLight = 0.0;
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2023-06-10 23:30:29 -04:00
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2023-06-14 18:42:33 -04:00
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2023-12-05 22:06:47 -05:00
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for (int j=0; j < 3; j++){
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vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05));
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float shadow = cloudCoverage(shadowSamplePos, minCloudHeight, maxCloudHeight) * 0.5;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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sunLight += shadow;
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}
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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sunLight += 2*cloudCoverage(progressW + dV_Sun/abs(dV_Sun.y) * max(minCloudHeight+20 - progressW.y,0.0), minCloudHeight, maxCloudHeight) * exp(-10*cloud);
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vec3 lighting = skyLightColor + (sunScattering*exp(-5 * sunLight) + sunMultiScattering*exp(-3 * sunLight)) * sh;
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2023-06-10 23:30:29 -04:00
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2023-12-05 22:06:47 -05:00
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color += max(lighting - lighting*exp(-muE*dd*dL),0.0) * absorbance;
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absorbance *= max(exp(-muE*dd*dL),0.0);
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if (absorbance < 1e-5) break;
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2023-06-14 18:42:33 -04:00
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}
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2023-12-05 22:06:47 -05:00
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return vec4(color, absorbance);
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2023-12-08 01:14:42 -05:00
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}
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*/
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