#ifdef HQ_CLOUDS int maxIT_clouds = minRayMarchSteps; int maxIT = maxRayMarchSteps; const int cloudLoD = cloud_LevelOfDetail; const int cloudShadowLoD = cloud_ShadowLevelOfDetail; #else int maxIT_clouds = minRayMarchStepsLQ; int maxIT = maxRayMarchStepsLQ; const int cloudLoD = cloud_LevelOfDetailLQ; const int cloudShadowLoD = cloud_ShadowLevelOfDetailLQ; #endif uniform int worldTime; #define WEATHERCLOUDS #include "/lib/climate_settings.glsl" #if defined Daily_Weather flat varying vec4 dailyWeatherParams0; flat varying vec4 dailyWeatherParams1; #else vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0); vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0); #endif float LAYER0_width = 100.0; float LAYER0_minHEIGHT = CloudLayer0_height; float LAYER0_maxHEIGHT = LAYER0_width + LAYER0_minHEIGHT; float LAYER1_width = 100.0; float LAYER1_minHEIGHT = max(CloudLayer1_height, LAYER0_maxHEIGHT); float LAYER1_maxHEIGHT = LAYER1_width + LAYER1_minHEIGHT; float LAYER2_HEIGHT = max(CloudLayer2_height, LAYER1_maxHEIGHT); // float LAYER0_COVERAGE = mix(pow(dailyWeatherParams0.x*2.0,0.2), 0.9, rainStrength); // float LAYER1_COVERAGE = mix(pow(dailyWeatherParams0.y*2.0,0.2), 0.8, rainStrength); // float LAYER2_COVERAGE = mix(pow(dailyWeatherParams0.z*2.0,0.2), 1.3, rainStrength); float LAYER0_COVERAGE = mix(dailyWeatherParams0.x, 0.95, rainStrength); float LAYER1_COVERAGE = mix(dailyWeatherParams0.y, 0.0, rainStrength); float LAYER2_COVERAGE = mix(dailyWeatherParams0.z, 1.5, rainStrength); float LAYER0_DENSITY = mix(dailyWeatherParams1.x,1.0,rainStrength); float LAYER1_DENSITY = mix(dailyWeatherParams1.y,0.0,rainStrength); float LAYER2_DENSITY = mix(dailyWeatherParams1.z,0.05,rainStrength); uniform int worldDay; float cloud_movement = (worldTime + mod(worldDay,100)*24000.0) / 24.0 * Cloud_Speed; //3D noise from 2d texture float densityAtPos(in vec3 pos){ pos /= 18.; pos.xz *= 0.5; vec3 p = floor(pos); vec3 f = fract(pos); vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0); vec2 coord = uv / 512.0; //The y channel has an offset to avoid using two textures fetches vec2 xy = texture2D(noisetex, coord).yx; return mix(xy.r,xy.g, f.y); } float GetAltostratusDensity(vec3 pos){ float large = 1.0 - texture2D(noisetex, (pos.xz + cloud_movement)/100000.).b; large = max(large + LAYER2_COVERAGE - 0.7, 0.0); float medium = 1.0 - texture2D(noisetex, (pos.xz - cloud_movement)/7500. + vec2(-large,1.0-large)/5.0).b; float shape = max(large - medium*0.4 * clamp(1.5-large,0.0,1.0),0.0); return shape*shape; } float cloudCov(int layer, in vec3 pos, vec3 samplePos, float minHeight, float maxHeight){ float FinalCloudCoverage = 0.0; float coverage = 0.0; float Topshape = 0.0; float Baseshape = 0.0; float LAYER0_minHEIGHT_FOG = CloudLayer0_height; float LAYER0_maxHEIGHT_FOG = 100 + LAYER0_minHEIGHT_FOG; LAYER0_minHEIGHT_FOG = LAYER0_minHEIGHT; LAYER0_maxHEIGHT_FOG = LAYER0_maxHEIGHT; float LAYER1_minHEIGHT_FOG = max(CloudLayer1_height, LAYER0_maxHEIGHT); float LAYER1_maxHEIGHT_FOG = 100 + LAYER1_minHEIGHT_FOG; LAYER1_minHEIGHT_FOG = LAYER1_minHEIGHT; LAYER1_maxHEIGHT_FOG = LAYER1_maxHEIGHT; vec2 SampleCoords0 = vec2(0.0); vec2 SampleCoords1 = vec2(0.0); float CloudSmall = 0.0; if(layer == 0){ SampleCoords0 = (samplePos.xz + cloud_movement) / 5000 ; SampleCoords1 = (samplePos.xz - cloud_movement) / 500 ; CloudSmall = texture2D(noisetex, SampleCoords1 ).r; } if(layer == 1){ SampleCoords0 = -( (samplePos.zx + cloud_movement*2) / 10000); SampleCoords1 = -( (samplePos.zx - cloud_movement*2) / 2500); CloudSmall = texture2D(noisetex, SampleCoords1 ).b; } if(layer == -1){ float otherlayer = max(pos.y - (LAYER0_minHEIGHT_FOG+99.5), 0.0) > 0 ? 0.0 : 1.0; if(otherlayer > 0.0){ SampleCoords0 = (samplePos.xz + cloud_movement) / 5000 ; SampleCoords1 = (samplePos.xz - cloud_movement) / 500 ; CloudSmall = texture2D(noisetex, SampleCoords1 ).r; }else{ SampleCoords0 = -( (samplePos.zx + cloud_movement*2) / 10000); SampleCoords1 = -( (samplePos.zx - cloud_movement*2) / 2500); CloudSmall = texture2D(noisetex, SampleCoords1 ).b; } } float CloudLarge = texture2D(noisetex, SampleCoords0).b; if(layer == 0){ coverage = abs(CloudLarge*2.0 - 1.2)*0.5 - (1.0-CloudSmall); float layer0 = min(min(coverage + LAYER0_COVERAGE, clamp(LAYER0_maxHEIGHT_FOG - pos.y,0,1)), 1.0 - clamp(LAYER0_minHEIGHT_FOG - pos.y,0,1)); Topshape = max(pos.y - (LAYER0_maxHEIGHT_FOG - 75),0.0) / 200.0; Topshape += max(pos.y - (LAYER0_maxHEIGHT_FOG - 10),0.0) / 15.0; Baseshape = max(LAYER0_minHEIGHT_FOG + 12.5 - pos.y, 0.0) / 50.0; FinalCloudCoverage = max(layer0 - Topshape - Baseshape * (1.0-rainStrength),0.0); } if(layer == 1){ coverage = abs(CloudLarge-0.8) - CloudSmall; float layer1 = min(min(coverage + LAYER1_COVERAGE - 0.5,clamp(LAYER1_maxHEIGHT_FOG - pos.y,0,1)), 1.0 - clamp(LAYER1_minHEIGHT_FOG - pos.y,0,1)); Topshape = max(pos.y - (LAYER1_maxHEIGHT_FOG - 75),0.0) / 200.0; Topshape += max(pos.y - (LAYER1_maxHEIGHT_FOG - 10), 0.0) / 15.0; Baseshape = max(LAYER1_minHEIGHT_FOG + 15.5 - pos.y, 0.0) / 50.0; FinalCloudCoverage = max(layer1 - Topshape*Topshape - Baseshape * (1.0-rainStrength), 0.0); } if(layer == -1){ #ifdef CloudLayer0 float layer0_coverage = abs(CloudLarge*2.0 - 1.2)*0.5 - (1.0-CloudSmall); float layer0 = min(min(layer0_coverage + LAYER0_COVERAGE, clamp(LAYER0_maxHEIGHT_FOG - pos.y,0,1)), 1.0 - clamp(LAYER0_minHEIGHT_FOG - pos.y,0,1)); Topshape = max(pos.y - (LAYER0_maxHEIGHT_FOG - 75),0.0) / 200.0; Topshape += max(pos.y - (LAYER0_maxHEIGHT_FOG - 10),0.0) / 15.0; Baseshape = max(LAYER0_minHEIGHT_FOG + 12.5 - pos.y, 0.0) / 50.0; FinalCloudCoverage = max(layer0 - Topshape - Baseshape * (1.0-rainStrength),0.0); #endif #ifdef CloudLayer1 float layer1_coverage = abs(CloudLarge-0.8) - CloudSmall; float layer1 = min(min(layer1_coverage + LAYER1_COVERAGE - 0.5,clamp(LAYER1_maxHEIGHT_FOG - pos.y,0,1)), 1.0 - clamp(LAYER1_minHEIGHT_FOG - pos.y,0,1)); Topshape = max(pos.y - (LAYER1_maxHEIGHT_FOG - 75), 0.0) / 200; Topshape += max(pos.y - (LAYER1_maxHEIGHT_FOG - 10 ), 0.0) / 50; Baseshape = max(LAYER1_minHEIGHT_FOG + 12.5 - pos.y, 0.0) / 50.0; FinalCloudCoverage += max(layer1 - Topshape*Topshape - Baseshape * (1.0-rainStrength), 0.0); #endif } return FinalCloudCoverage; } //Erode cloud with 3d Perlin-worley noise, actual cloud value float cloudVol(int layer, in vec3 pos, in vec3 samplePos, in float cov, in int LoD, float minHeight, float maxHeight){ // float curvature = 1-exp(-25*pow(clamp(1.0 - length(pos - cameraPosition)/(32*80),0.0,1.0),2)); // curvature = clamp(1.0 - length(pos - cameraPosition)/(32*128),0.0,1.0); float otherlayer = max(pos.y - (CloudLayer0_height+99.5), 0.0) > 0 ? 0.0 : 1.0; float upperPlane = otherlayer; float noise = 0.0 ; float totalWeights = 0.0; float pw = log(fbmPower1); float pw2 = log(fbmPower2); samplePos.xz -= cloud_movement/4; samplePos.xz += pow( max(pos.y - (minHeight+20), 0.0) / 20.0,1.50) ; noise += (1.0-densityAtPos(samplePos * mix(100.0,200.0,upperPlane)) ) * sqrt(1.0-cov); if (LoD > 0){ noise += abs( densityAtPos(samplePos * mix(450.0,600.0,upperPlane) ) - (1.0-clamp(((maxHeight - pos.y) / 100.0),0.0,1.0))) * 0.75 * (1.0-cov); } noise = noise*noise; float cloud = max(cov - noise*noise*fbmAmount,0.0); return cloud; } float GetCumulusDensity(int layer, in vec3 pos, in int LoD, float minHeight, float maxHeight){ vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4; float coverageSP = cloudCov(layer, pos,samplePos, minHeight, maxHeight); // return coverageSP; if (coverageSP > 0.001) { if (LoD < 0) return max(coverageSP - 0.27*fbmAmount,0.0); return cloudVol(layer, pos,samplePos,coverageSP,LoD ,minHeight, maxHeight) ; } else return 0.0; } #ifndef CLOUDSHADOWSONLY uniform sampler2D colortex4; //Skybox //Mie phase function float phaseg(float x, float g){ float gg = g * g; return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14; } vec3 DoCloudLighting( float density, vec3 skyLightCol, float skyScatter, float sunShadows, vec3 sunScatter, vec3 sunMultiScatter, float distantfog ){ float powder = 1.0 - exp(-10.0 * density); vec3 directLight = sunScatter * exp(-10.0 * sunShadows) + sunMultiScatter * exp(-3.0 * sunShadows) * powder; vec3 indirectLight = skyLightCol * mix(1.0, 2.0 * (1.0 - sqrt((skyScatter*skyScatter*skyScatter)*density)) , pow(distantfog,1.0 - rainStrength*0.5)); // return directLight; // #ifndef TEST // return indirectLight; // #endif return directLight + indirectLight; } vec4 renderLayer( int layer, in vec3 POSITION, in vec3 rayProgress, in vec3 dV_view, in float mult, in float dither, int QUALITY, float minHeight, float maxHeight, in vec3 dV_Sun, float cloudDensity, in vec3 skyLightCol, in vec3 sunScatter, in vec3 sunMultiScatter, in vec3 indirectScatter, in float distantfog, bool notVisible, vec3 FragPosition, inout vec3 cloudDepth ){ vec3 COLOR = vec3(0.0); float TOTAL_EXTINCTION = 1.0; bool IntersecTerrain = false; #ifdef CLOUDS_INTERSECT_TERRAIN // thank you emin for this world intersection thing #if defined DISTANT_HORIZONS float maxdist = dhRenderDistance + 16 * 32; #else float maxdist = far + 16*5; #endif float lViewPosM = length(FragPosition) < maxdist ? length(FragPosition) - 1.0 : 100000000.0; #endif if(layer == 2){ #ifdef CLOUDS_INTERSECT_TERRAIN IntersecTerrain = length(rayProgress - cameraPosition) > lViewPosM; #endif if(notVisible || IntersecTerrain) return vec4(COLOR, TOTAL_EXTINCTION); float signFlip = mix(-1.0, 1.0, clamp(cameraPosition.y - minHeight,0.0,1.0)); if(max(signFlip * normalize(dV_view).y,0.0) <= 0.0){ float altostratus = GetAltostratusDensity(rayProgress); float AltoWithDensity = altostratus * cloudDensity; if(altostratus > 1e-5){ float muE = altostratus * cloudDensity; float directLight = 0.0; for (int j = 0; j < 2; j++){ // lower the step size as the sun gets higher in the sky vec3 shadowSamplePos_high = rayProgress + dV_Sun * (1.0 + j * dither) / (pow(abs(dV_Sun.y*0.5),3.0) * 0.995 + 0.005); // lower density as the sun gets higher in the sky to simulate.... multiscattering or something idk it looks better this way directLight += GetAltostratusDensity(shadowSamplePos_high) * cloudDensity * (1.0-abs(dV_Sun.y)); } vec3 lighting = DoCloudLighting(AltoWithDensity, skyLightCol, 0.5, directLight, sunScatter, sunMultiScatter, distantfog); COLOR += max(lighting - lighting*exp(-mult*muE),0.0) * TOTAL_EXTINCTION; TOTAL_EXTINCTION *= max(exp(-mult*muE),0.0); } } return vec4(COLOR, TOTAL_EXTINCTION); }else{ #if defined CloudLayer1 && defined CloudLayer0 float upperLayerOcclusion = layer == 0 ? GetCumulusDensity(1, rayProgress + vec3(0.0,1.0,0.0) * max((LAYER1_minHEIGHT+70*dither) - rayProgress.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT) : 0.0; float skylightOcclusion = mix(1.0, (1.0 - LAYER1_DENSITY)*0.8 + 0.2, (1.0 - exp2(-5.0 * (upperLayerOcclusion*upperLayerOcclusion))) * distantfog); #else float skylightOcclusion = 1.0; #endif float expFactor = 11.0; for(int i = 0; i < QUALITY; i++) { #ifdef CLOUDS_INTERSECT_TERRAIN IntersecTerrain = length(rayProgress - cameraPosition) > lViewPosM; #endif /// avoid overdraw if(notVisible || IntersecTerrain) break; // do not sample anything unless within a clouds bounding box if(clamp(rayProgress.y - maxHeight,0.0,1.0) < 1.0 && clamp(rayProgress.y - minHeight,0.0,1.0) > 0.0){ float cumulus = GetCumulusDensity(layer, rayProgress, 1, minHeight, maxHeight); float fadedDensity = cloudDensity * pow(clamp((rayProgress.y - minHeight)/25,0.0,1.0),2.0); float CumulusWithDensity = cloudDensity * cumulus; if(CumulusWithDensity > 1e-5 ){ // make sure no work is done on pixels with no densities float muE = cumulus * fadedDensity; float directLight = 0.0; for (int j=0; j < 3; j++){ vec3 shadowSamplePos = rayProgress + dV_Sun * (20.0 + j * (20.0 + dither*20.0)); directLight += GetCumulusDensity(layer, shadowSamplePos, 0, minHeight, maxHeight) * cloudDensity; } /// shadows cast from one layer to another /// large cumulus -> small cumulus #if defined CloudLayer1 && defined CloudLayer0 if(layer == 0) directLight += LAYER1_DENSITY * 2.0 * GetCumulusDensity(1, rayProgress + dV_Sun/abs(dV_Sun.y) * max((LAYER1_minHEIGHT+70*dither) - rayProgress.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT); #endif // altostratus -> cumulus #ifdef CloudLayer2 vec3 HighAlt_shadowPos = rayProgress + dV_Sun/abs(dV_Sun.y) * max(LAYER2_HEIGHT - rayProgress.y,0.0); float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos) * CloudLayer2_density * (1.0-abs(WsunVec.y)); directLight += HighAlt_shadow; #endif float skyScatter = clamp(((maxHeight - rayProgress.y) / 100.0),0.0,1.0); // linear gradient from bottom to top of cloud layer vec3 lighting = DoCloudLighting(CumulusWithDensity, skyLightCol * skylightOcclusion, skyScatter, directLight, sunScatter, sunMultiScatter, distantfog); COLOR += max(lighting - lighting*exp(-mult*muE),0.0) * TOTAL_EXTINCTION; TOTAL_EXTINCTION *= max(exp(-mult*muE),0.0); if (TOTAL_EXTINCTION < 1e-5) break; } } rayProgress += dV_view; } return vec4(COLOR, TOTAL_EXTINCTION); } } vec3 layerStartingPosition( vec3 dV_view, vec3 cameraPos, float dither, float minHeight, float maxHeight ){ // allow passing through/above/below the plane without limits float flip = mix(max(cameraPos.y - maxHeight,0.0), max(minHeight - cameraPos.y,0.0), clamp(dV_view.y,0.0,1.0)); // orient the ray to be a flat plane facing up/down vec3 position = dV_view*dither + cameraPos + (dV_view/abs(dV_view.y)) * flip; return position; } float invLinZ_cloud (float lindepth){ return -((2.0*near/lindepth)-far-near)/(far-near); } vec4 renderClouds( vec3 FragPosition, vec2 Dither, vec3 LightColor, vec3 SkyColor, inout vec3 cloudDepth ){ vec3 SignedWsunvec = WsunVec; vec3 WsunVec = WsunVec * (float(sunElevation > 1e-5)*2.0-1.0); #ifndef VOLUMETRIC_CLOUDS return vec4(0.0,0.0,0.0,1.0); #endif float total_extinction = 1.0; vec3 color = vec3(0.0); float heightRelativeToClouds = clamp(1.0 - max(cameraPosition.y - LAYER0_minHEIGHT,0.0) / 100.0 ,0.0,1.0); ////////////////////////////////////////// ////// Raymarching stuff ////////////////////////////////////////// //project pixel position into projected shadowmap space vec4 viewPos = normalize(gbufferModelViewInverse * vec4(FragPosition,1.0) ); maxIT_clouds = int(clamp(maxIT_clouds / sqrt(exp2(viewPos.y)),0.0, maxIT)); // maxIT_clouds = 30; vec3 dV_view = normalize(viewPos.xyz); // this is the cloud curvature. dV_view.y += 0.025 * heightRelativeToClouds; vec3 dV_view_Alto = dV_view; dV_view_Alto *= 5.0/abs(dV_view_Alto.y); float mult_alto = length(dV_view_Alto); // dV_view *= (LAYER0_maxHEIGHT - LAYER0_minHEIGHT)/abs(dV_view.y)/maxIT_clouds; vec3 dV_viewTEST = dV_view * (90.0/abs(dV_view.y)/maxIT_clouds); float mult = length(dV_viewTEST); ////////////////////////////////////////// ////// lighting stuff ////////////////////////////////////////// vec3 dV_Sun = WsunVec; #ifdef EXCLUDE_WRITE_TO_LUT dV_Sun *= lightCol.a; #endif float SdotV = dot(WsunVec, normalize(mat3(gbufferModelViewInverse)*FragPosition + gbufferModelViewInverse[3].xyz)); float mieDay = phaseg(SdotV, 0.85) + phaseg(SdotV, 0.75); float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ; vec3 directScattering = LightColor * mieDay * 3.14 ; vec3 directMultiScattering = LightColor * mieDayMulti * 3.14 * 2.0; vec3 sunIndirectScattering = LightColor;// * phaseg(dot(mat3(gbufferModelView)*vec3(0,1,0),normalize(FragPosition)), 0.5) * 3.14; // use this to blend into the atmosphere's ground. vec3 approxdistance = normalize(dV_viewTEST); #ifdef SKY_GROUND float distantfog = mix(1.0, max(1.0 - clamp(exp2(pow(abs(approxdistance.y),mix(1.5, 4.0, rainStrength)) * -mix(100.0, 35.0, rainStrength)),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),1.5) * -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)*3.0; float atmosphere = exp(abs(approxdistance.y) * -5.0); vec3 scatter = distantfog * exp(-10000.0 * rC * atmosphere); directScattering *= scatter; directMultiScattering *= scatter; SkyColor *= mix(1.0* Sky_Brightness, 1.0-pow(1.0-clamp(SignedWsunvec.y,0.0,1.0),5.0) * 0.75 + 0.25, distantfog); ////////////////////////////////////////// ////// render Cloud layers and do blending orders ////////////////////////////////////////// // first cloud layer float MinHeight = LAYER0_minHEIGHT; float MaxHeight = LAYER0_maxHEIGHT; float MinHeight1 = LAYER1_minHEIGHT; float MaxHeight1 = LAYER1_maxHEIGHT; float Height2 = LAYER2_HEIGHT; // int above_Layer0 = int(clamp(cameraPosition.y - MaxHeight,0.0,1.0)); int below_Layer0 = int(clamp(MaxHeight - cameraPosition.y,0.0,1.0)); int above_Layer1 = int(clamp(MaxHeight1 - cameraPosition.y,0.0,1.0)); bool below_Layer1 = clamp(cameraPosition.y - MinHeight1,0.0,1.0) < 1.0; bool below_Layer2 = clamp(cameraPosition.y - Height2,0.0,1.0) < 1.0; // bool layer1_below_layer0 = MinHeight1 < MinHeight; bool altoNotVisible = false; #ifdef CloudLayer0 vec3 layer0_dV_view = dV_view * (LAYER0_width/abs(dV_view.y)/maxIT_clouds); vec3 layer0_start = layerStartingPosition(layer0_dV_view, cameraPosition, Dither.y, MinHeight, MaxHeight); #endif #ifdef CloudLayer1 vec3 layer1_dV_view = dV_view * (LAYER1_width/abs(dV_view.y)/maxIT_clouds); vec3 layer1_start = layerStartingPosition(layer1_dV_view, cameraPosition, Dither.y, MinHeight1, MaxHeight1); #endif #ifdef CloudLayer2 vec3 layer2_start = layerStartingPosition(dV_view_Alto, cameraPosition, Dither.y, Height2, Height2); #endif #ifdef CloudLayer0 vec4 layer0 = renderLayer(0,dV_view, layer0_start, layer0_dV_view, mult, Dither.x, maxIT_clouds, MinHeight, MaxHeight, dV_Sun, LAYER0_DENSITY, SkyColor, directScattering, directMultiScattering, sunIndirectScattering, distantfog, false, FragPosition, cloudDepth); total_extinction *= layer0.a; // stop overdraw. bool notVisible = layer0.a < 1e-5 && below_Layer1; altoNotVisible = notVisible; #else // stop overdraw. bool notVisible = false; #endif #ifdef CloudLayer1 vec4 layer1 = renderLayer(1,dV_view, layer1_start, layer1_dV_view, mult, Dither.x, maxIT_clouds, MinHeight1, MaxHeight1, dV_Sun, LAYER1_DENSITY, SkyColor, directScattering, directMultiScattering, sunIndirectScattering, distantfog, notVisible, FragPosition, cloudDepth); total_extinction *= layer1.a; // stop overdraw. altoNotVisible = (layer1.a < 1e-5 || notVisible) && below_Layer1; #endif #ifdef CloudLayer2 vec4 layer2 = renderLayer(2,dV_view,layer2_start, dV_view_Alto, mult_alto, Dither.x, maxIT_clouds, Height2, Height2, dV_Sun, LAYER2_DENSITY, SkyColor, directScattering * (1.0 + rainStrength*3), directMultiScattering* (1.0 + rainStrength*3), sunIndirectScattering, distantfog, altoNotVisible, FragPosition, cloudDepth); total_extinction *= layer2.a; #endif /// i know this looks confusing /// it is changing blending order based on the players position relative to the clouds. /// to keep it simple for myself, it all revolves around layer0, the lowest cloud layer. /// for layer1, swap between back to front and front to back blending if you are above or below layer0 /// for layer2, swap between back to front and front to back blending if you are above or below layer1 /// blend the altostratus clouds first, so it is BEHIND all the cumulus clouds, if the player postion is below the cumulus clouds. /// handle the case if one of the cloud layers is disabled. #if !defined CloudLayer1 && defined CloudLayer2 if(below_Layer2) color = color * layer2.a + layer2.rgb; #endif #if defined CloudLayer1 && defined CloudLayer2 if(below_Layer2) layer1.rgb = layer2.rgb * layer1.a + layer1.rgb; #endif /// blend the cumulus clouds together. swap the blending order from (BACK TO FRONT -> FRONT TO BACK) depending on the player position relative to the lowest cloud layer. #if defined CloudLayer0 && defined CloudLayer1 color = mix(layer0.rgb, layer1.rgb, float(below_Layer0)); color = mix(color * layer1.a + layer1.rgb, color * layer0.a + layer0.rgb, float(below_Layer0)); #endif /// handle the case of one of the cloud layers being disabled. #if defined CloudLayer0 && !defined CloudLayer1 color = color * layer0.a + layer0.rgb; #endif #if !defined CloudLayer0 && defined CloudLayer1 color = color * layer1.a + layer1.rgb; #endif /// blend the altostratus clouds last, so it is IN FRONT of all the cumulus clouds when the player position is above them. #ifdef CloudLayer2 if(!below_Layer2) color = color * layer2.a + layer2.rgb; #endif #ifndef SKY_GROUND // return mix(fogcolor, vec4(color, total_extinction), clamp(distantfog2,0.0,1.0)); return mix(vec4(vec3(0.0),1.0), vec4(color, total_extinction), clamp(distantfog2,0.0,1.0)); #else return vec4(color, total_extinction); #endif } #endif float GetCloudShadow(vec3 feetPlayerPos){ #ifdef CLOUDS_SHADOWS vec3 playerPos = feetPlayerPos + cameraPosition; float shadow = 0.0; // assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud. #ifdef CloudLayer0 vec3 lowShadowStart = playerPos + (WsunVec / max(abs(WsunVec.y),0.0)) * max((CloudLayer0_height + 30) - playerPos.y,0.0) ; shadow += GetCumulusDensity(0, lowShadowStart, 0, CloudLayer0_height, CloudLayer0_height+100)*LAYER0_DENSITY; #endif #ifdef CloudLayer1 vec3 higherShadowStart = playerPos + (WsunVec / max(abs(WsunVec.y),0.0)) * max((CloudLayer1_height + 50) - playerPos.y,0.0) ; shadow += GetCumulusDensity(1, higherShadowStart, 0, CloudLayer1_height, CloudLayer1_height+100)*LAYER1_DENSITY; #endif #ifdef CloudLayer2 vec3 highShadowStart = playerPos + (WsunVec / max(abs(WsunVec.y),0.0)) * max(CloudLayer2_height - playerPos.y,0.0); shadow += GetAltostratusDensity(highShadowStart) * CloudLayer2_density * (1.0-abs(WsunVec.y)); #endif shadow = clamp(shadow,0.0,1.0); shadow = exp2((shadow*shadow) * -100.0); return mix(1.0, shadow, CLOUD_SHADOW_STRENGTH); #else return 1.0; #endif } float GetCloudShadow_VLFOG(vec3 WorldPos, vec3 WorldSpace_sunVec){ #ifdef CLOUDS_SHADOWS float shadow = 0.0; #ifdef CloudLayer0 vec3 lowShadowStart = WorldPos + (WorldSpace_sunVec / max(abs(WorldSpace_sunVec.y),0.0)) * max((CloudLayer0_height + 30) - WorldPos.y,0.0) ; shadow += max(GetCumulusDensity(0, lowShadowStart, 0, CloudLayer0_height, CloudLayer0_height+100),0.0)*LAYER0_DENSITY; #endif #ifdef CloudLayer1 vec3 higherShadowStart = WorldPos + (WorldSpace_sunVec / max(abs(WorldSpace_sunVec.y),0.0)) * max((CloudLayer1_height + 30) - WorldPos.y,0.0) ; shadow += max(GetCumulusDensity(1,higherShadowStart, 0, CloudLayer1_height,CloudLayer1_height+100) ,0.0)*LAYER1_DENSITY; #endif #ifdef CloudLayer2 vec3 highShadowStart = WorldPos + (WorldSpace_sunVec / max(abs(WorldSpace_sunVec.y),0.0)) * max(CloudLayer2_height - WorldPos.y,0.0); shadow += GetAltostratusDensity(highShadowStart)*LAYER2_DENSITY * (1.0-abs(WorldSpace_sunVec.y)); #endif shadow = clamp(shadow,0.0,1.0); shadow = exp((shadow*shadow) * -100.0); return mix(1.0, shadow, CLOUD_SHADOW_STRENGTH); #else return 1.0; #endif }