unbreak cloud fog

This commit is contained in:
Xonk 2023-06-16 00:33:50 -04:00
parent 72c77f55a1
commit 61adeb5e81
3 changed files with 11 additions and 8 deletions

View File

@ -142,7 +142,7 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
transmittance *= stepTransmittance ;
}
vec3 scattering = scatteringSun * sunColorBase + (scatteringAmbient) * background + scatteringMoon*moonColorBase ;
// scattering = vec3(0,high_sun*255.,0);
return scattering;

View File

@ -210,7 +210,7 @@ vec4 renderClouds(
#endif
float total_extinction = 1.0;
vec3 color = vec3(0.0);
float distancething = 1;
//project pixel position into projected shadowmap space
vec4 fragpos = normalize(gbufferModelViewInverse*vec4(FragPosition,1.0));
@ -264,7 +264,7 @@ vec4 renderClouds(
#ifdef Cumulus
for(int i=0;i<maxIT_clouds;i++) {
distancething *= 2;
// IntersecTerrain = length(progress_view - cameraPosition) > lViewPosM;
// if(IntersecTerrain) break;
float cumulus = GetCumulusDensity(progress_view, 1);

View File

@ -15,6 +15,8 @@ float densityAtPosFog(in vec3 pos){
return mix(xy.r,xy.g, f.y);
}
uniform float noPuddleAreas;
float cloudVol(in vec3 pos){
vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
@ -32,13 +34,14 @@ float cloudVol(in vec3 pos){
float UniformFog = exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0));
float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 5. * rainStrength * RainFog_amount;
float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 5. * rainStrength * noPuddleAreas * RainFog_amount;
TimeOfDayFog(UniformFog, CloudyFog);
return CloudyFog + UniformFog + RainFog;
}
vec4 getVolumetricRays(
vec3 fragpos,
float dither,
@ -133,7 +136,7 @@ vec4 getVolumetricRays(
vec3 AtmosphericFog = skyCol0 * (rL+m) ;
// extra fog effects
vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * RainFog_amount;
vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * noPuddleAreas * RainFog_amount;
vec3 CaveRays = (sunColor*sh) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
@ -274,7 +277,7 @@ vec4 InsideACloudFog(
vec3 AtmosphericFog = Fog_SkyCol * (rL+m) ;
// extra fog effects
vec3 rainRays = ((Fog_SunCol/5)*Shadows_for_Fog) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1.0) * rainStrength * RainFog_amount;
vec3 rainRays = ((Fog_SunCol/5)*Shadows_for_Fog) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1.0) * rainStrength * noPuddleAreas * RainFog_amount;
vec3 CaveRays = (Fog_SunCol*Shadows_for_Fog) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
@ -297,7 +300,7 @@ vec4 InsideACloudFog(
for (int j=0; j < 3; j++){
vec3 shadowSamplePos = progress_view + (dV_Sun * 0.015) * (1 + Dither.y/2 + j);
vec3 shadowSamplePos = progress_view + (dV_Sun * 0.15) * (1 + Dither.y/2 + j);
float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
@ -321,8 +324,8 @@ vec4 InsideACloudFog(
vec3 Sint = (S - S * exp(-mult*muE)) / muE;
color += max(muE*Sint*total_extinction,0.0);
total_extinction *= max(exp(-mult*muE),0.0);
}
}
if (total_extinction < 1e-5) break;
}
return vec4(color, total_extinction);