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unbreak cloud fog
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@ -142,7 +142,7 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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transmittance *= stepTransmittance ;
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}
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vec3 scattering = scatteringSun * sunColorBase + (scatteringAmbient) * background + scatteringMoon*moonColorBase ;
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// scattering = vec3(0,high_sun*255.,0);
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return scattering;
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@ -210,7 +210,7 @@ vec4 renderClouds(
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#endif
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float total_extinction = 1.0;
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vec3 color = vec3(0.0);
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float distancething = 1;
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//project pixel position into projected shadowmap space
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vec4 fragpos = normalize(gbufferModelViewInverse*vec4(FragPosition,1.0));
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@ -264,7 +264,7 @@ vec4 renderClouds(
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#ifdef Cumulus
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for(int i=0;i<maxIT_clouds;i++) {
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distancething *= 2;
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// IntersecTerrain = length(progress_view - cameraPosition) > lViewPosM;
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// if(IntersecTerrain) break;
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float cumulus = GetCumulusDensity(progress_view, 1);
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@ -15,6 +15,8 @@ float densityAtPosFog(in vec3 pos){
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return mix(xy.r,xy.g, f.y);
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}
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uniform float noPuddleAreas;
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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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@ -32,13 +34,14 @@ float cloudVol(in vec3 pos){
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float UniformFog = exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0));
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float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 5. * rainStrength * RainFog_amount;
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float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 5. * rainStrength * noPuddleAreas * RainFog_amount;
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TimeOfDayFog(UniformFog, CloudyFog);
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return CloudyFog + UniformFog + RainFog;
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}
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vec4 getVolumetricRays(
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vec3 fragpos,
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float dither,
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@ -133,7 +136,7 @@ vec4 getVolumetricRays(
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vec3 AtmosphericFog = skyCol0 * (rL+m) ;
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// extra fog effects
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vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * RainFog_amount;
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vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * noPuddleAreas * RainFog_amount;
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vec3 CaveRays = (sunColor*sh) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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@ -274,7 +277,7 @@ vec4 InsideACloudFog(
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vec3 AtmosphericFog = Fog_SkyCol * (rL+m) ;
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// extra fog effects
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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;
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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;
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vec3 CaveRays = (Fog_SunCol*Shadows_for_Fog) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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@ -297,7 +300,7 @@ vec4 InsideACloudFog(
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for (int j=0; j < 3; j++){
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vec3 shadowSamplePos = progress_view + (dV_Sun * 0.015) * (1 + Dither.y/2 + j);
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vec3 shadowSamplePos = progress_view + (dV_Sun * 0.15) * (1 + Dither.y/2 + j);
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float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
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@ -321,8 +324,8 @@ vec4 InsideACloudFog(
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muE*Sint*total_extinction,0.0);
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total_extinction *= max(exp(-mult*muE),0.0);
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}
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}
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if (total_extinction < 1e-5) break;
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}
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return vec4(color, total_extinction);
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