add "atmosphere ground" setting. this is to make the dark bottom of the sky optional.

This commit is contained in:
Xonk 2024-01-10 19:47:27 -05:00
parent f9024fb91b
commit 4ad17fc9aa
7 changed files with 33 additions and 23 deletions

View File

@ -255,7 +255,13 @@ void main() {
if(lightleakfixfast < 1.0) fog *= lightleakfix;
color.rgb = mix(color.rgb, skyGroundColor, fog);
#ifdef SKY_GROUND
vec3 borderFogColor = skyGroundColor;
#else
vec3 borderFogColor = skyFromTex(np3, colortex4)/30.0;
#endif
color.rgb = mix(color.rgb, borderFogColor, fog);
#endif
if (TranslucentShader.a > 0.0){
@ -266,7 +272,7 @@ void main() {
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
#ifdef BorderFog
color.rgb = mix(color.rgb, skyGroundColor, fog);
color.rgb = mix(color.rgb, borderFogColor, fog);
#endif
}

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@ -277,7 +277,6 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
vec3 curr = gl_FragData[0].rgb*150.;
gl_FragData[0].rgb = clamp(mix(temp, curr, mixhistory),0.0,65000.);

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@ -499,6 +499,7 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from. Below 0.5 is not recommended at all i only have it as an option because it's funny :P
option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
option.SKY_GROUND = Atmosphere ground
option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low
option.WATER_WAVE_STRENGTH.comment = configure how strong the waves appear.
@ -521,3 +522,5 @@ option.CloudLayer2.comment = Toggle the layer of clouds that are very h
option.CloudLayer2_coverage.comment = Configure how much of the sky these clouds cover.
option.CloudLayer2_density.comment = Configure how dense, or thick these clouds are.
option.CloudLayer2_height.comment = Configure the height at which these clouds fly at. §cTHESE CANNOT BE LOWER THAN THE LARGE CLOUDS§r
option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of the sky that WOULD be the ground, if minecraft had infinite render distance. §aPERFORMANCE COST:§r very very low. §cdisabling this is very slightly slower than having it on due to extra math.§r

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@ -95,7 +95,12 @@ vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) {
vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 sunVector, vec3 moonVector, out vec2 pid, out vec3 transmittance, const int iSteps, float noise) {
const int jSteps = 4;
float planetGround = exp(-100 * pow(max(-viewVector.y*5 + 0.1,0.0),2)); // darken the ground in the sky.
#ifdef SKY_GROUND
float planetGround = exp(-100 * pow(max(-viewVector.y*5 + 0.1,0.0),2)); // darken the ground in the sky.
#else
float planetGround = pow(clamp(viewVector.y+1.0,0.0,1.0),2); // darken the ground in the sky.
#endif
float GroundDarkening = max(planetGround * 0.7+0.3,clamp(sunVector.y*2.0,0.0,1.0));
vec3 viewPos = (sky_planetRadius + eyeAltitude) * upVector;

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@ -319,6 +319,7 @@ uniform int moonPhase;
#endif
#define SKY_GROUND
////////////////////////////////////////

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@ -434,8 +434,13 @@ vec4 renderClouds(
// use this to blend into the atmosphere's ground.
vec3 approxdistance = normalize(dV_view);
float distantfog = mix(1.0, max(1.0 - clamp(exp2(pow(abs(approxdistance.y),1.5) * -35.0),0.0,1.0),0.0), heightRelativeToClouds);
// distantfog = 1;
#ifdef SKY_GROUND
float distantfog = mix(1.0, max(1.0 - clamp(exp2(pow(abs(approxdistance.y),1.5) * -35.0),0.0,1.0),0.0), heightRelativeToClouds);
#else
float distantfog = 1.0;
float distantfog2 = mix(1.0, max(1.0 - clamp(exp(pow(abs(approxdistance.y),1) * -35.0),0.0,1.0),0.0), heightRelativeToClouds);
#endif
// terrible fake rayleigh scattering
vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5)*3;
float atmosphere = exp(abs(approxdistance.y) * -5.0);
@ -538,6 +543,11 @@ vec4 renderClouds(
if(!below_Layer2) color = color * layer2.a + layer2.rgb;
#endif
#ifndef SKY_GROUND
color = color * distantfog2;
total_extinction = mix(1.0, total_extinction, distantfog2);
#endif
return vec4(color, total_extinction);
// return mix(vec4(color, total_extinction),vec4(0.0,0.0,0.0,1.0),exp(abs(approxdistance.y) * -1) * (1-clamp(1.0-max(cameraPosition.y - LAYER2_HEIGHT,0.0) / 1000.0 ,0.0,1.0)));
}

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@ -123,7 +123,7 @@ PhysicsMod_support [LabPBR]
######## WORLD
screen.World.columns=1
screen.World = [Water] [Waving_Stuff] [LabPBR] RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
### SPECULARS
screen.Reflections.columns=2
screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality
@ -169,15 +169,9 @@ PhysicsMod_support [LabPBR]
######## ATMOSPHERICS
screen.Atmospherics.columns=1
screen.Atmospherics = [Sky] [Fog] [Clouds] Altostratus Cumulus_Clouds Allow_Vanilla_sky
### SKY
screen.Sky.columns=1
screen.Sky = [Sky_coefficients] [Sun_and_Moon_Colors] sunPathRotation
screen.Sky_coefficients.columns=1
screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
# screen.Sky_coefficients.columns=1
# screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
### CLOUDS
screen.Clouds.columns = 3
@ -190,16 +184,8 @@ PhysicsMod_support [LabPBR]
CloudLayer0_density CloudLayer1_density CloudLayer2_density \
CloudLayer0_height CloudLayer1_height CloudLayer2_height
### FOG
screen.Fog.columns=2
# screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES FOG_START_HEIGHT \
# Haze_amount RainFog_amount BLOOMY_FOG \
# BorderFog PER_BIOME_ENVIRONMENT RAYMARCH_CLOUDS_WITH_FOG \
# [Cave_Fog] [TOD_fog] [END_AND_NETHER_FOG]
screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES \
FOG_START_HEIGHT BLOOMY_FOG \
<empty> <empty> \