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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2023-12-11 16:12:25 -05:00
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float fogYstart = FOG_START_HEIGHT+3;
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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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2023-12-11 16:12:25 -05:00
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float UniformFog = exp( max(pos.y - fogYstart,0.0) / -25);
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2023-10-07 22:18:20 -04:00
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// UniformFog = 1.0;
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2023-01-12 15:00:14 -05:00
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2023-12-31 16:51:35 -05:00
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float RainFog = ((2 + max(fog_shape*10. - 7.0,0.5)*2.0)) *UniformFog* rainStrength * noPuddleAreas * RainFog_amount;
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// float RainFog = (CloudyFog*255) * 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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2023-12-31 16:51:35 -05:00
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float noise = densityAtPosFog(samplePos * 12.0);
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float erosion = 1.0-densityAtPosFog(samplePos2 * (125 - (1-pow(1-noise,5))*25));
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// float clumpyFog = max(exp(noise * -5)*2 - (erosion*erosion), 0.0);
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// float testfogshapes = clumpyFog*30;
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2023-12-27 15:04:36 -05:00
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// return testfogshapes;
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2023-12-11 16:12:25 -05:00
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2023-12-31 16:51:35 -05:00
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return CloudyFog + UniformFog + RainFog;
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2024-02-05 16:04:37 -05:00
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// float groundFog = max(exp( max(pos.y - 90,0.0) / -1), 0.0) * 100;
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// return groundFog;
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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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2023-10-07 22:18:20 -04:00
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vec4 GetVolumetricFog(
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vec3 viewPosition,
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2023-12-26 19:57:30 -05:00
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vec2 dither,
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2023-10-07 22:18:20 -04:00
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vec3 LightColor,
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2023-04-16 16:18:26 -04:00
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vec3 AmbientColor
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2023-01-12 15:00:14 -05:00
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){
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2024-02-05 16:04:37 -05:00
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int SAMPLECOUNT = VL_SAMPLES;
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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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2024-02-05 16:04:37 -05:00
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mat4 DH_shadowProjection = DH_shadowProjectionTweak(shadowProjection);
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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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2024-02-05 16:04:37 -05:00
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fragposition = diagonal3(DH_shadowProjection) * fragposition + DH_shadowProjection[3].xyz;
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2023-01-12 15:00:14 -05:00
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//project view origin into projected shadowmap space
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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
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2023-10-07 22:18:20 -04:00
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vec3 dV = fragposition - start;
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2023-01-12 15:00:14 -05:00
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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2024-02-05 16:04:37 -05:00
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#ifdef DISTANT_HORIZONS
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float maxLength = min(length(dVWorld), max(dhFarPlane-1000,0.0))/length(dVWorld);
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SAMPLECOUNT += SAMPLECOUNT;
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#else
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float maxLength = min(length(dVWorld), far)/length(dVWorld);
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#endif
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2023-01-12 15:00:14 -05:00
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dV *= maxLength;
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dVWorld *= maxLength;
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2024-02-05 16:04:37 -05:00
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2023-12-08 01:14:42 -05:00
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float dL = length(dVWorld);
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2023-12-26 19:57:30 -05:00
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float mult = length(dVWorld)/25;
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2023-01-12 15:00:14 -05:00
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vec3 progress = start.xyz;
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2023-12-08 01:14:42 -05:00
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vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
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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;
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2023-10-07 22:18:20 -04:00
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float SdotV = dot(sunVec,normalize(viewPosition))*lightCol.a;
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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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2023-12-26 19:57:30 -05:00
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///// ----- fog lighting
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2023-01-12 15:00:14 -05:00
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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2023-10-23 17:15:56 -04:00
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float mie = fogPhase(SdotV) * 5.0;
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2023-01-12 15:00:14 -05:00
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float rayL = phaseRayleigh(SdotV);
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2023-12-27 15:10:50 -05:00
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vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5);
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2023-10-07 22:18:20 -04:00
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vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
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2023-12-08 01:14:42 -05:00
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2023-12-27 15:04:36 -05:00
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vec3 skyLightPhased = AmbientColor;
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vec3 LightSourcePhased = LightColor;
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|
2023-10-20 21:24:50 -04:00
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#ifdef ambientLight_only
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2023-12-27 15:04:36 -05:00
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LightSourcePhased = vec3(0.0);
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2023-10-20 21:24:50 -04:00
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#endif
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2023-10-07 22:18:20 -04:00
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#ifdef PER_BIOME_ENVIRONMENT
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2023-12-27 15:04:36 -05:00
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BiomeFogColor(LightSourcePhased);
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BiomeFogColor(skyLightPhased);
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2023-10-07 22:18:20 -04:00
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#endif
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2023-12-27 15:04:36 -05:00
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skyLightPhased = max(skyLightPhased + skyLightPhased*(normalize(wpos).y*0.9+0.1),0.0);
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LightSourcePhased *= mie;
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2023-06-22 21:00:42 -04:00
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2023-12-26 19:57:30 -05:00
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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2023-01-12 15:00:14 -05:00
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2024-01-09 20:53:17 -05:00
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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vec3 LightSourceColor = LightColor;
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#ifdef ambientLight_only
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LightSourceColor = vec3(0.0);
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#endif
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2023-12-26 19:57:30 -05:00
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2024-01-09 20:53:17 -05:00
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float shadowStep = 200.0;
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2023-12-26 19:57:30 -05:00
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2024-01-09 20:53:17 -05:00
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vec3 dV_Sun = WsunVec*shadowStep;
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2023-12-26 19:57:30 -05:00
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2024-01-09 20:53:17 -05:00
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float mieDay = phaseg(SdotV, 0.75);
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float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ;
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2024-01-01 17:56:59 -05:00
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2024-01-09 20:53:17 -05:00
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vec3 directScattering = LightSourceColor * mieDay * 3.14;
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vec3 directMultiScattering = LightSourceColor * mieDayMulti * 4.0;
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2024-01-01 17:56:59 -05:00
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2024-01-09 20:53:17 -05:00
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vec3 sunIndirectScattering = LightSourceColor * phaseg(dot(mat3(gbufferModelView)*vec3(0,1,0),normalize(viewPosition)), 0.5) * 3.14;
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#endif
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2024-02-05 16:04:37 -05:00
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float RLmult = 3.0;
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#ifdef DISTANT_HORIZONS
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RLmult = 1.0;
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#endif
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2023-12-08 01:14:42 -05:00
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float expFactor = 11.0;
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2024-02-05 16:04:37 -05:00
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for (int i=0;i<SAMPLECOUNT;i++) {
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float d = (pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
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2023-01-12 15:00:14 -05:00
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progress = start.xyz + d*dV;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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2023-12-26 19:57:30 -05:00
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2023-01-12 15:00:14 -05:00
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//project into biased shadowmap space
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2024-02-05 16:04:37 -05:00
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(progress.xy);
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#else
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float distortFactor = 1.0;
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#endif
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2023-01-12 15:00:14 -05:00
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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2023-10-07 22:18:20 -04:00
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2023-01-12 15:00:14 -05:00
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float sh = 1.0;
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2023-12-26 19:57:30 -05:00
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2023-06-13 14:36:07 -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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2023-10-07 22:18:20 -04:00
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sh = shadow2D(shadow, pos).x;
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2023-06-13 14:36:07 -04:00
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}
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2023-12-26 19:57:30 -05:00
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float sh2 = sh;
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2023-01-12 15:00:14 -05:00
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#ifdef VL_CLOUDS_SHADOWS
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2023-10-07 22:18:20 -04:00
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sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
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2023-01-12 15:00:14 -05:00
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#endif
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2023-06-10 23:30:29 -04:00
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2023-12-08 01:14:42 -05:00
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float densityVol = cloudVol(progressW) * lightleakfix;
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2023-01-12 15:00:14 -05:00
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//Water droplets(fog)
|
2023-12-26 19:57:30 -05:00
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float density = densityVol*300.0;
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///// ----- main fog lighting
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2023-01-12 15:00:14 -05:00
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//Just air
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2024-02-05 16:04:37 -05:00
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vec2 airCoef = exp(-max(progressW.y - SEA_LEVEL, 0.0) / vec2(8.0e3, 1.2e3) * vec2(6.,7.0)) * 24.0 * Haze_amount;
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2023-01-12 15:00:14 -05:00
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|
//Pbr for air, yolo mix between mie and rayleigh for water droplets
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vec3 rL = rC*airCoef.x;
|
2023-10-07 22:18:20 -04:00
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vec3 m = (airCoef.y+density) * mC;
|
2023-01-12 15:00:14 -05:00
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|
2024-02-05 16:04:37 -05:00
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vec3 Atmosphere = skyLightPhased * (rL*RLmult + m); // not pbr so just make the atmosphere also dense fog heh
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|
vec3 DirectLight = LightSourcePhased * sh * ((rL*RLmult)*rayL + m);
|
2023-12-27 15:04:36 -05:00
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|
vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz) * (rL + m);
|
2023-10-23 17:15:56 -04:00
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|
2023-12-31 16:51:35 -05:00
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|
vec3 foglighting = (Atmosphere + DirectLight + Lightning) * lightleakfix;
|
2023-10-07 22:18:20 -04:00
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|
2023-12-31 16:51:35 -05:00
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color += (foglighting - foglighting * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
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2023-12-27 15:04:36 -05:00
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absorbance *= clamp(exp(-(rL+m)*dd*dL),0.0,1.0);
|
2024-01-09 20:53:17 -05:00
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|
#ifdef RAYMARCH_CLOUDS_WITH_FOG
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|
//////////////////////////////////////////
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|
///// ----- cloud part
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//////////////////////////////////////////
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|
float otherlayer = max(progressW.y - (CloudLayer0_height+99.5), 0.0) > 0.0 ? 0.0 : 1.0;
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|
float DUAL_MIN_HEIGHT = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
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|
float DUAL_MAX_HEIGHT = DUAL_MIN_HEIGHT + 100.0;
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|
2023-06-10 23:30:29 -04:00
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|
2024-01-09 20:53:17 -05:00
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|
float Density = otherlayer > 0.0 ? CloudLayer0_density : CloudLayer1_density;
|
2023-06-14 18:42:33 -04:00
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|
2024-01-09 20:53:17 -05:00
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|
float cumulus = GetCumulusDensity(-1, progressW, 1, DUAL_MIN_HEIGHT, DUAL_MAX_HEIGHT);
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|
float BASE_FADE = Density * clamp(exp( (progressW.y - (DUAL_MAX_HEIGHT - 75)) / 9.0 ),0.0,1.0);
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2023-06-10 23:30:29 -04:00
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2024-01-09 20:53:17 -05:00
|
|
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if(cumulus > 1e-5){
|
|
|
|
float muE = cumulus * BASE_FADE ;
|
|
|
|
float directLight = 0.0;
|
|
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|
for (int j=0; j < 3; j++){
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2023-06-10 23:30:29 -04:00
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|
2024-01-09 20:53:17 -05:00
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vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05));
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|
|
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float shadow = GetCumulusDensity(-1, shadowSamplePos, 0, DUAL_MIN_HEIGHT, DUAL_MAX_HEIGHT) * Density;
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2023-06-10 23:30:29 -04:00
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2024-01-09 20:53:17 -05:00
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directLight += shadow;
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}
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2023-06-16 00:01:03 -04:00
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2024-01-09 20:53:17 -05:00
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#if defined CloudLayer1 && defined CloudLayer0
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if(otherlayer > 0) directLight += CloudLayer1_density * 2.0 * GetCumulusDensity(1, progressW + dV_Sun/abs(dV_Sun.y) * max(((CloudLayer1_height+100)-70) - progressW.y,0.0), 0, CloudLayer1_height, CloudLayer1_height+100);
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#endif
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2023-06-22 21:00:42 -04:00
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2024-01-09 20:53:17 -05:00
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#if defined CloudLayer1 && defined CloudLayer0
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float upperLayerOcclusion = otherlayer < 1 ? CloudLayer1_density * 2.0 * GetCumulusDensity(1, progressW + vec3(0.0,1.0,0.0) * max(((CloudLayer1_height+100)-70) - progressW.y,0.0), 0, CloudLayer1_height, CloudLayer1_height+100) : 0.0;
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float skylightOcclusion = max(exp2((upperLayerOcclusion*upperLayerOcclusion) * -5), 0.75);
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#else
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float skylightOcclusion = 1.0;
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#endif
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2023-06-26 00:33:31 -04:00
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2024-01-09 20:53:17 -05:00
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float skyScatter = clamp((DUAL_MAX_HEIGHT - 20 - progressW.y) / 275.0,0.0,1.0);
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2024-01-09 21:02:48 -05:00
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vec3 cloudlighting = DoCloudLighting(muE, cumulus, AmbientColor*skylightOcclusion, skyScatter, directLight, directScattering*sh2, directMultiScattering*sh2, 1.0);
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2023-12-26 19:57:30 -05:00
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2024-01-09 20:53:17 -05:00
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#if defined CloudLayer1 && defined CloudLayer0
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// a horrible approximation of direct light indirectly hitting the lower layer of clouds after scattering through/bouncing off the upper layer.
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cloudlighting += sunIndirectScattering * exp((skyScatter*skyScatter) * cumulus * -35.0) * upperLayerOcclusion * exp(-20.0 * pow(abs(upperLayerOcclusion - 0.3),2));
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#endif
|
2024-01-09 21:02:48 -05:00
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|
2024-01-09 20:53:17 -05:00
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color += max(cloudlighting - cloudlighting*exp(-muE*dd*dL),0.0) * absorbance;
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absorbance *= max(exp(-muE*dd*dL),0.0);
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}
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|
#endif
|
2023-12-26 19:57:30 -05:00
|
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}
|
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return vec4(color, min(dot(absorbance,vec3(0.335)),1.0));
|
2023-12-05 22:06:47 -05:00
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}
|
2023-06-26 00:33:31 -04:00
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|
2024-02-05 16:04:37 -05:00
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|
#ifdef DHVLFOG
|
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float DH_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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|
|
|
|
|
|
float noise = densityAtPosFog(samplePos2 * 6.0);
|
|
|
|
float area_noise = 1-texture2D(noisetex, samplePos.xz/5000).b;
|
|
|
|
|
|
|
|
// noise += area_noise*area_noise*0.5;
|
|
|
|
// float erosion = 1.0-densityAtPosFog(samplePos2 * (125 - (1-pow(1-noise,5))*25));
|
|
|
|
|
|
|
|
|
|
|
|
// float clumpyFog = max(exp(noise * -5)*2 - (erosion*erosion), 0.0);
|
|
|
|
|
|
|
|
float groundFog = max(exp( max(pos.y - 70,0.0) / -40) - noise*noise * 2 , 0.0) * TOD_Fog_mult;
|
|
|
|
|
|
|
|
|
|
|
|
// float rainfall = pos.y < CloudLayer0_height ? clamp(1.0-GetCloudShadow_VLFOG(pos, vec3(0,1,0))-0.95,0,1) * clamp(exp( sqrt((CloudLayer0_height)-pos.y) / -5.0 ),0.0,1.0) * 255: 0;
|
|
|
|
|
|
|
|
return groundFog;
|
|
|
|
// return CloudyFog + UniformFog + RainFog;
|
|
|
|
}
|
|
|
|
|
|
|
|
vec4 DH_GetVolumetricFog(
|
2023-12-05 22:06:47 -05:00
|
|
|
vec3 viewPosition,
|
2024-02-05 16:04:37 -05:00
|
|
|
vec2 dither,
|
2023-12-26 19:57:30 -05:00
|
|
|
vec3 LightColor,
|
|
|
|
vec3 AmbientColor
|
2023-12-05 22:06:47 -05:00
|
|
|
){
|
2023-06-26 00:33:31 -04:00
|
|
|
|
2023-12-26 19:57:30 -05:00
|
|
|
/// ------------- RAYMARCHING STUFF ------------- \\\
|
|
|
|
|
|
|
|
//project pixel position into projected shadowmap space
|
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
|
|
|
//project view origin into projected shadowmap space
|
|
|
|
vec3 start = toShadowSpaceProjected(vec3(0.0));
|
2023-06-14 18:42:33 -04:00
|
|
|
|
2023-12-26 19:57:30 -05:00
|
|
|
//rayvector into projected shadow map space
|
|
|
|
//we can use a projected vector because its orthographic projection
|
|
|
|
//however we still have to send it to curved shadow map space every step
|
2023-12-05 22:06:47 -05:00
|
|
|
vec3 dV = fragposition - start;
|
2023-12-26 19:57:30 -05:00
|
|
|
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
|
2023-06-14 18:42:33 -04:00
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
float maxLength = (min(length(dVWorld), max(dhFarPlane-1500,0.0) )/length(dVWorld));// * (1.0-min(max(1.0-length(dVWorld)/(far+32*2),0)*2,1.0));
|
2023-12-05 22:06:47 -05:00
|
|
|
dV *= maxLength;
|
|
|
|
dVWorld *= maxLength;
|
2024-02-05 16:04:37 -05:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float dL = length(dVWorld);
|
2024-02-05 16:04:37 -05:00
|
|
|
float mult = length(dVWorld)/25;
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
vec3 progress = start.xyz;
|
2024-02-05 16:04:37 -05:00
|
|
|
|
|
|
|
|
|
|
|
// float maxLength = (min(length(dVWorld), max(dhFarPlane+3000,0.0)/4)/length(dVWorld));// * (1.0-min(max(1.0-length(dVWorld)/(far+32*2),0)*2,1.0));
|
|
|
|
// dV *= maxLength;
|
|
|
|
// dVWorld *= maxLength;
|
|
|
|
// float dL = length(dVWorld);
|
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
|
2023-12-26 19:57:30 -05:00
|
|
|
|
|
|
|
vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
|
|
|
|
float SdotV = dot(sunVec,normalize(viewPosition))*lightCol.a;
|
|
|
|
|
|
|
|
/// ------------- COLOR/LIGHTING STUFF ------------- \\\
|
|
|
|
|
|
|
|
vec3 color = vec3(0.0);
|
|
|
|
vec3 absorbance = vec3(1.0);
|
2023-06-14 18:42:33 -04:00
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
///// ----- fog lighting
|
2023-12-26 19:57:30 -05:00
|
|
|
//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
|
|
|
|
float mie = fogPhase(SdotV) * 5.0;
|
|
|
|
float rayL = phaseRayleigh(SdotV);
|
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5);
|
2023-12-26 19:57:30 -05:00
|
|
|
vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
|
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
vec3 skyLightPhased = AmbientColor;
|
|
|
|
vec3 LightSourcePhased = LightColor;
|
2023-12-26 19:57:30 -05:00
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
#ifdef ambientLight_only
|
|
|
|
LightSourcePhased = vec3(0.0);
|
2023-12-26 19:57:30 -05:00
|
|
|
#endif
|
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
skyLightPhased = max(skyLightPhased + skyLightPhased*(normalize(wpos).y*0.9+0.1),0.0);
|
|
|
|
LightSourcePhased *= mie;
|
2023-12-26 19:57:30 -05:00
|
|
|
|
|
|
|
float expFactor = 11.0;
|
2024-02-05 16:04:37 -05:00
|
|
|
int SAMPLE = 16;
|
|
|
|
for (int i=0;i<SAMPLE;i++) {
|
|
|
|
float d = (pow(expFactor, float(i+dither.x)/float(SAMPLE))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
|
|
|
float dd = pow(expFactor, float(i+dither.x)/float(SAMPLE)) * log(expFactor) / float(SAMPLE)/(expFactor-1.0);
|
2023-12-05 22:06:47 -05:00
|
|
|
progress = start.xyz + d*dV;
|
2023-12-26 19:57:30 -05:00
|
|
|
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
|
2024-02-05 16:04:37 -05:00
|
|
|
|
2023-06-14 18:42:33 -04:00
|
|
|
//project into biased shadowmap space
|
|
|
|
float distortFactor = calcDistort(progress.xy);
|
|
|
|
vec3 pos = vec3(progress.xy*distortFactor, progress.z);
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-05 22:06:47 -05:00
|
|
|
float sh = 1.0;
|
2024-02-05 16:04:37 -05:00
|
|
|
|
2023-06-14 18:42:33 -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;
|
2023-12-05 22:06:47 -05:00
|
|
|
sh = shadow2D(shadow, pos).x;
|
2023-06-14 18:42:33 -04:00
|
|
|
}
|
2024-02-05 16:04:37 -05:00
|
|
|
|
2023-12-26 19:57:30 -05:00
|
|
|
#ifdef VL_CLOUDS_SHADOWS
|
|
|
|
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
|
|
|
|
#endif
|
2024-02-05 16:04:37 -05:00
|
|
|
float densityVol = DH_cloudVol(progressW);
|
2023-12-26 19:57:30 -05:00
|
|
|
//Water droplets(fog)
|
2024-02-05 16:04:37 -05:00
|
|
|
float density = densityVol*300.0;
|
|
|
|
|
|
|
|
///// ----- main fog lighting
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-26 19:57:30 -05:00
|
|
|
//Just air
|
2024-02-05 16:04:37 -05:00
|
|
|
vec2 airCoef = exp(-max(progressW.y - SEA_LEVEL, 0.0) / vec2(8.0e3, 1.2e3) * vec2(6.,7.0)) * 6 * Haze_amount;
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2023-12-26 19:57:30 -05:00
|
|
|
//Pbr for air, yolo mix between mie and rayleigh for water droplets
|
|
|
|
vec3 rL = rC*airCoef.x;
|
|
|
|
vec3 m = (airCoef.y+density) * mC;
|
2023-06-14 18:42:33 -04:00
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
vec3 Atmosphere = skyLightPhased * (rL * 1.0 + m) ; // not pbr so just make the atmosphere also dense fog heh
|
|
|
|
vec3 DirectLight = LightSourcePhased * sh * ((rL* 1.0)*rayL + m);
|
|
|
|
|
|
|
|
vec3 foglighting = (Atmosphere + DirectLight);// * max(exp(densityVol * -0.1),0.0) ;
|
2023-06-10 23:30:29 -04:00
|
|
|
|
2024-02-05 16:04:37 -05:00
|
|
|
color += (foglighting - foglighting * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
|
|
|
|
absorbance *= clamp(exp(-(rL+m)*dd*dL),0.0,1.0);
|
2023-06-14 18:42:33 -04:00
|
|
|
}
|
2024-02-05 16:04:37 -05:00
|
|
|
return vec4(color, min(dot(absorbance,vec3(0.335)),1.0));
|
2023-12-08 01:14:42 -05:00
|
|
|
}
|
2024-02-05 16:04:37 -05:00
|
|
|
#endif
|