made rain come down from an angle. tweaked SSS from the sun.

This commit is contained in:
Xonk 2023-10-08 23:30:36 -04:00
parent d47eedd987
commit 69e605b38b
4 changed files with 64 additions and 25 deletions

View File

@ -101,7 +101,6 @@ void main() {
#endif
#ifdef WEATHER
// lightmap.x = clamp(max(lightmap.x - 0.5, 0.0) * 2.5, 0.0, 1.0);
gl_FragData[1].a = TEXTURE.a; // for bloomy rain and stuff
#endif

View File

@ -23,8 +23,12 @@ uniform float sunElevation;
uniform vec2 texelSize;
uniform int framemod8;
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform ivec2 eyeBrightnessSmooth;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
@ -33,7 +37,12 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -41,13 +50,33 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
gl_Position = ftransform();
lmtexcoord.xy = (gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy / 255.0; // is this even correct? lol'
lmtexcoord.zw = lmcoord;
#ifdef WEATHER
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
bool istopv = worldpos.y > cameraPosition.y + 5.0 && lmtexcoord.w > 0.94;
if(!istopv){
worldpos.xyz -= cameraPosition;
}else{
worldpos.xyz -= cameraPosition + vec3(2.0,0.0,2.0);
}
position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
gl_Position = toClipSpace3(position);
#else
gl_Position = ftransform();
#endif
color = gl_Color;
// color.rgb = worldpos;
#ifdef LINES
color.a = 1.0;
#endif

View File

@ -522,35 +522,33 @@ void SSRT_Shadows(vec3 viewPos, vec3 lightDir, float noise, bool isSSS, bool ins
}
#endif
float CustomPhase(float LightPos, float S_1, float S_2){
float SCALE = S_2 + 0.001; // remember the epislons 0.001 is fine.
float N = S_1;
float N2 = N / SCALE;
float CustomPhase(float LightPos){
float R = 1;
float A = pow(1.0 - pow(max(R-LightPos,0.0), N2 ),N);
float PhaseCurve = 1.0 - LightPos;
float Final = exp2(sqrt(PhaseCurve) * -25.0);
Final += exp(PhaseCurve * -10.0)*0.5;
return A;
return Final;
}
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos, bool inShadowmapBounds){
float labcurve = pow(Density,LabSSS_Curve);
// float density = sqrt(30 - labcurve*15);
float labcurve = pow(Density, LabSSS_Curve);
float density = 15 - labcurve*10;
vec3 absorbed = max(1.0 - albedo,0.0);
vec3 scatter = vec3(0.0);
// if(inShadowmapBounds) {
scatter = exp(absorbed * Scattering * -5) * exp(Scattering * -density);
// }else{
// scatter = exp(absorbed * Scattering * -10) * exp(Scattering * -max(density,5));
// }
// vec3 scatter = vec3(1)* exp(Scattering * -density);
vec3 scatter = exp(absorbed * Scattering * -5) * exp(Scattering * -density);
scatter *= labcurve;
scatter *= 0.5 + CustomPhase(lightPos, 1.0,30.0)*20;
// PHASE TIME
// scatter *= 0.5 + CustomPhase(lightPos) * 13.0; // ~20x brighter at the peak
// scatter *= 1.0 + CustomPhase(lightPos) * 12.6; // ~20x brighter at the peak
// scatter *= 0.5 + CustomPhase(lightPos)*6.35; // ~10x brighter at the peak
scatter *= 1.0 + CustomPhase(lightPos)*6.0; // ~10x brighter at the peak
return scatter;
@ -685,6 +683,11 @@ void main() {
#ifndef ambientLight_only
DirectLightColor = lightCol.rgb/80.0;
#endif
#ifdef PER_BIOME_ENVIRONMENT
BiomeSunlightColor(DirectLightColor);
#endif
AmbientLightColor = averageSkyCol_Clouds;
vec3 filteredShadow = vec3(1.412,1.0,0.0);
@ -846,7 +849,10 @@ void main() {
if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
if (!inShadowmapBounds) Direct_SSS *= lightmapAsShadows;
if (!inShadowmapBounds){
Direct_SSS *= lightmapAsShadows;
Direct_SSS *= 1.0-NdotL;
}
#endif
@ -1053,7 +1059,11 @@ void main() {
#ifdef OVERWORLD_SHADER
Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0);
Direct_lighting += Direct_SSS * DirectLightColor; // do this here so it gets underwater absorbtion.
// do this here so it gets underwater absorbtion.
// Direct_lighting += Direct_SSS * DirectLightColor;
Direct_lighting = max(Direct_lighting, Direct_SSS * DirectLightColor);
#endif
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
@ -1103,7 +1113,7 @@ void main() {
// float phaseorigin = 1.0 - clamp(dot(feetPlayerPos_normalized, normalize(testPos) ),0.0,1.0);
// gl_FragData[0].rgb += lightningEffect * exp(sqrt(phaseorigin) * -10);
// gl_FragData[0].rgb = vec3(1) * CustomPhase(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0));
/* DRAWBUFFERS:3 */
}

View File

@ -10,6 +10,7 @@ const int colortex4Format = RGBA16F; //light values and skyboxes (everything)
const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final)
const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
const int colortex9Format = RGBA8; // flat normals and vanilla AO
const int colortex11Format = RGBA16; // unchanged translucents albedo, alpha and tangent normals
const int colortex15Format = RGBA8; // flat normals and vanilla AO
*/