From f6d977b5d7b7526ed2c8747ffd4fb91326d3a9de Mon Sep 17 00:00:00 2001 From: Xonk Date: Sun, 11 Jun 2023 19:16:05 -0400 Subject: [PATCH] Calibrate all Days settings for daily weather --- shaders/lib/climate_settings.glsl | 12 +++--- shaders/lib/settings.glsl | 2 +- shaders/shaders.properties | 70 ++++++++++++++++++------------- 3 files changed, 46 insertions(+), 38 deletions(-) diff --git a/shaders/lib/climate_settings.glsl b/shaders/lib/climate_settings.glsl index 37fc501..c328a65 100644 --- a/shaders/lib/climate_settings.glsl +++ b/shaders/lib/climate_settings.glsl @@ -126,6 +126,8 @@ #endif #ifdef Daily_Weather + uniform float Uniform_Den; + uniform float Cloudy_Den; void DailyWeather_FogDensity( inout vec4 UniformDensity, @@ -134,14 +136,10 @@ // set fog Profiles for each of the 8 days in the cycle. // U = uniform fog || C = cloudy fog - vec4 MistyDay_U = vec4(5); + // vec4( morning, noon, evening, night ) - vec4 FoggyDay_U = vec4(5); - vec4 FoggyDay_C = vec4(25); - - - // UniformDensity += FoggyDay_U*day1 + MistyDay_U*day4; - // CloudyDensity += FoggyDay_C*day1; + UniformDensity.rgb += vec3(Uniform_Den); + CloudyDensity.rgb += vec3(Cloudy_Den); } #endif diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index ab2dc5a..b588aa5 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -299,7 +299,7 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF #define HQ_CLOUDS // Renders detailled clouds for viewport #define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0] -// #define Daily_Weather // different skies for different days, and fog. +#define Daily_Weather // different skies and fog for different days. #ifdef VOLUMETRIC_CLOUDS #define CLOUDS_SHADOWS // Casts shadows from clouds on the world diff --git a/shaders/shaders.properties b/shaders/shaders.properties index da028eb..53b40a8 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -96,11 +96,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] ######## CLIMATE screen.Climate.columns=1 - screen.Climate = [Weather] [Biome_Fog] [Seasons] - - ## DAILY WEATHER - screen.Weather.columns=1 - screen.Weather = Daily_Weather WeatherDay + screen.Climate = Daily_Weather [Biome_Fog] [Seasons] ## BIOME SPECIFICS screen.Biome_Fog.columns=1 @@ -203,48 +199,62 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] screen.Advanced = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B ######## moonphase based weather + +# in seconds... +variable.int.TransitionTime = 100 + uniform.float.Cumulus_Cov = smooth(1, if( \ moonPhase == 0, 0.7, \ - moonPhase == 1, 0.7, \ + moonPhase == 1, 0.9, \ moonPhase == 2, 0.0, \ - moonPhase == 3, 0.0, \ + moonPhase == 3, 0.8, \ moonPhase == 4, 0.0, \ - moonPhase == 5, 0.0, \ - moonPhase == 6, 0.0, \ - 0.0 ), 5, 5) + moonPhase == 5, 1.2, \ + moonPhase == 6, 0.6, \ + 0.0 ), TransitionTime, TransitionTime) uniform.float.Alto_Cov = smooth(2, if( \ moonPhase == 0, 0.1, \ moonPhase == 1, 1.0, \ - moonPhase == 2, 0.0, \ - moonPhase == 3, 0.0, \ - moonPhase == 4, 0.0, \ + moonPhase == 2, 1.0, \ + moonPhase == 3, 0.3, \ + moonPhase == 4, 0.3, \ moonPhase == 5, 0.0, \ - moonPhase == 6, 0.0, \ - 0.0 ), 5, 5) + moonPhase == 6, 1.5, \ + 0.0 ), TransitionTime, TransitionTime) uniform.float.Alto_Den = smooth(3, if( \ moonPhase == 0, 0.1, \ moonPhase == 1, 0.25, \ - moonPhase == 2, 0.0, \ - moonPhase == 3, 0.0, \ - moonPhase == 4, 0.0, \ + moonPhase == 2, 0.1, \ + moonPhase == 3, 0.7, \ + moonPhase == 4, 0.7, \ moonPhase == 5, 0.0, \ - moonPhase == 6, 0.0, \ - 0.0 ), 5, 5) + moonPhase == 6, 0.05, \ + 0.0 ), TransitionTime, TransitionTime) + +uniform.float.Uniform_Den = smooth(4, if( \ + moonPhase == 0, 0, \ + moonPhase == 1, 0, \ + moonPhase == 2, 4, \ + moonPhase == 3, 0, \ + moonPhase == 4, 0, \ + moonPhase == 5, 0, \ + moonPhase == 6, 2, \ + 0 ), TransitionTime, TransitionTime) + +uniform.float.Cloudy_Den = smooth(5, if( \ + moonPhase == 0, 0, \ + moonPhase == 1, 0, \ + moonPhase == 2, 0, \ + moonPhase == 3, 0, \ + moonPhase == 4, 0, \ + moonPhase == 5, 0, \ + moonPhase == 6, 5, \ + 0 ), TransitionTime, TransitionTime) -# uniform.float.Day = smooth( if( \ -# moonPhase == 0, 1, \ -# moonPhase == 1, 2, \ -# moonPhase == 2, 3, \ -# moonPhase == 3, 4, \ -# moonPhase == 4, 5, \ -# moonPhase == 5, 6, \ -# moonPhase == 6, 7, \ -# 8 ), 5, 5) - # Biome uniforms uniform.float.isJungles = smooth(6, if(in(biome,23,24,25), 1,0), 25,25)