mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
357 lines
14 KiB
GLSL
357 lines
14 KiB
GLSL
uniform float noPuddleAreas;
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float densityAtPosFog(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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vec3 p = floor(pos);
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vec3 f = fract(pos);
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f = (f*f) * (3.-2.*f);
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vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
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vec2 coord = uv / 512.0;
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vec2 xy = texture2D(noisetex, coord).yx;
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return mix(xy.r,xy.g, f.y);
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}
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float cloudVol(in vec3 pos, float maxDistance ){
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float fogYstart = FOG_START_HEIGHT+3;
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vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
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vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
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float uniformFog = 0.0;
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float low_gradientFog = exp2(-0.3 * max(pos.y - fogYstart,0.0));
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float medium_gradientFog = exp2(-0.15 * max(pos.y - fogYstart,0.0));
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float high_gradientFog = exp2(-0.06 * max(pos.y - fogYstart,0.0));
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float fog_shape = 0.0;
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float fog_erosion = 0.0;
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if(sandStorm < 1.0 && snowStorm < 1.0){
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fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0);
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fog_erosion = 1.0 - densityAtPosFog(samplePos2 * 200.0 - vec3(min(max(fog_shape - 0.6 ,0.0) * 2.0 ,1.0)*200.0));
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}
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float cloudyFog = max(min(max(fog_shape - 0.6 ,0.0) * 2.0 ,1.0) - fog_erosion * 0.4 , 0.0) * exp(-0.05 * max(pos.y - (fogYstart+20),0.0));
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float rainyFog = (low_gradientFog * 0.5 + exp2(-0.06 * max(pos.y - fogYstart,0.0))) * rainStrength * noPuddleAreas;
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if(sandStorm > 0.0 || snowStorm > 0.0){
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float IntenseFogs = pow(1.0 - densityAtPosFog( (samplePos2 - vec3(frameTimeCounter,0,frameTimeCounter)*15.0) * 100.0),2.0) * mix(1.0, high_gradientFog, snowStorm);
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cloudyFog = mix(cloudyFog, IntenseFogs, sandStorm+snowStorm);
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medium_gradientFog = 1.0;
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}
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FogDensities(medium_gradientFog, cloudyFog, rainyFog, maxDistance, dailyWeatherParams0.a, dailyWeatherParams1.a);
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return uniformFog + medium_gradientFog + cloudyFog;
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}
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float phaseRayleigh(float cosTheta) {
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const vec2 mul_add = vec2(0.1, 0.28) / acos(-1.0);
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return cosTheta * mul_add.x + mul_add.y; // optimized version from [Elek09], divided by 4 pi for energy conservation
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}
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float fogPhase(float lightPoint){
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float linear = clamp(-lightPoint*0.5+0.5,0.0,1.0);
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float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
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float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
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exponential += sqrt(exp2(sqrt(linear) * -12.5));
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// float exponential = 1.0 / (linear * 10.0 + 0.05);
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return exponential;
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}
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float phaseCloudFog(float x, float g){
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float gg = g * g;
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return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14;
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}
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uniform ivec2 eyeBrightness;
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vec4 GetVolumetricFog(
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in vec3 viewPosition,
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in vec2 dither,
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in vec3 LightColor,
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in vec3 AmbientColor,
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in vec3 AveragedAmbientColor,
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inout float atmosphereAlpha,
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inout vec3 sceneColor
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){
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#ifndef TOGGLE_VL_FOG
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return vec4(0.0,0.0,0.0,1.0);
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#endif
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/// ------------- RAYMARCHING STUFF ------------- \\\
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int SAMPLECOUNT = VL_SAMPLES;
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz;
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vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
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fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
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//project view origin into projected shadowmap space
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vec3 start = toShadowSpaceProjected(vec3(0.0));
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//rayvector into projected shadow map space
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//we can use a projected vector because its orthographic projection
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//however we still have to send it to curved shadow map space every step
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vec3 dV = fragposition - start;
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vec3 dVWorld = wpos - gbufferModelViewInverse[3].xyz;
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#ifdef DISTANT_HORIZONS
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float maxLength = min(length(dVWorld), max(far, dhRenderDistance))/length(dVWorld);
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#else
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float maxLength = min(length(dVWorld), far)/length(dVWorld);
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#endif
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dV *= maxLength;
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dVWorld *= maxLength;
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float dL = length(dVWorld)/8.0;
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vec3 progress = start.xyz;
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vec3 progressW = vec3(0.0);
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float expFactor = 11.0;
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/// ------------- COLOR/LIGHTING STUFF ------------- \\\
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vec3 color = vec3(0.0);
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vec3 finalAbsorbance = vec3(1.0);
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// float totalAbsorbance = 1.0;
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vec3 totalAbsorbance = vec3(1.0);
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float fogAbsorbance = 1.0;
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// float atmosphereAbsorbance = 1.0;
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vec3 atmosphereAbsorbance = vec3(1.0);
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec;
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float SdotV = dot(sunVec, normalize(viewPosition))*lightCol.a;
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///// ----- fog lighting
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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float sunPhase = fogPhase(SdotV)*5.0;// phaseCloudFog(SdotV, 0.9) + phaseCloudFog(SdotV, 0.85) + phaseCloudFog(SdotV, 0.5) * 5.0;
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float sunPhase2 = (phaseCloudFog(SdotV, 0.85) + phaseCloudFog(SdotV, 0.5)) * 5.0;
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float skyPhase = 2.0 + pow(1.0-pow(1.0-clamp(normalize(wpos).y*0.5+0.5,0.0,1.0),2.0),5.0)*2.0 ;//pow(clamp(normalize(wpos).y*0.5+0.5,0.0,1.0),4.0)*5.0;
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float rayL = phaseRayleigh(SdotV);
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vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5) ;
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vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
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vec3 skyLightPhased = AmbientColor;
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vec3 LightSourcePhased = LightColor;
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skyLightPhased *= skyPhase;
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LightSourcePhased *= sunPhase;
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#ifdef ambientLight_only
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LightSourcePhased = vec3(0.0);
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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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vec3 biomeDirect = LightSourcePhased;
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vec3 biomeIndirect = skyLightPhased;
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float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
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#endif
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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vec3 LightSourceColor = LightColor;
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#ifdef ambientLight_only
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LightSourceColor = vec3(0.0);
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#endif
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vec3 dV_Sun = WsunVec;
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float mieDay = phaseg(SdotV, 0.85) + phaseg(SdotV, 0.75);
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float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5);
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vec3 directScattering = LightSourceColor * mieDay * 3.14;
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vec3 directMultiScattering = LightSourceColor * mieDayMulti * 3.14 * 2.0;
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#endif
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) / 5.0;
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#endif
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float inACave = 1.0 - caveDetection;
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float lightLevelZero = pow(clamp(eyeBrightnessSmooth.y/240.0 ,0.0,1.0),3.0);
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// SkyLightColor *= lightLevelZero*0.9 + 0.1;
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vec3 finalsceneColor = vec3(0.0);
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for (int i = 0; i < SAMPLECOUNT; i++) {
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float d = (pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither.y)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
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progress = start.xyz + d*dV;
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progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
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// if(length(progressW-cameraPosition) > cloudDepth) break;
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//------------------------------------
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//------ SAMPLE SHADOWS FOR FOG EFFECTS
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//------------------------------------
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(progress.xy);
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#else
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float distortFactor = 1.0;
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#endif
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vec3 shadowPos = vec3(progress.xy*distortFactor, progress.z);
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vec3 sh = vec3(1.0);
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if (abs(shadowPos.x) < 1.0-0.5/2048. && abs(shadowPos.y) < 1.0-0.5/2048){
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shadowPos = shadowPos*vec3(0.5,0.5,0.5/6.0)+0.5;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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sh = vec3(shadow2D(shadowtex0, shadowPos).x);
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if(shadow2D(shadowtex1, shadowPos).x > shadowPos.z && sh.x < 1.0){
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vec4 translucentShadow = texture2D(shadowcolor0, shadowPos.xy);
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if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
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}
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#else
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sh = vec3(shadow2D(shadow, shadowPos).x);
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#endif
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}
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 sh_forClouds = sh;
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#endif
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow(progressW, WsunVec*lightCol.a);
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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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float maxDistance = inBiome * min(max(1.0 - length(d*dVWorld.xz)/(32*8),0.0)*2.0,1.0);
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float densityVol = cloudVol(progressW, maxDistance) * inACave;
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#else
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float densityVol = cloudVol(progressW, 0.0) * inACave;
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#endif
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//------------------------------------
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//------ MAIN FOG EFFECT
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//------------------------------------
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float fogDensity = densityVol;
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float fogVolumeCoeff = exp(-fogDensity*dd*dL); // this is like beer-lambert law or something
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#ifdef PER_BIOME_ENVIRONMENT
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vec3 indirectLight = mix(skyLightPhased, biomeIndirect, maxDistance);
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vec3 DirectLight = mix(LightSourcePhased, biomeDirect, maxDistance) * sh;
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#else
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vec3 indirectLight = skyLightPhased;
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vec3 DirectLight = LightSourcePhased * sh;
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#endif
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vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz);
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vec3 lighting = DirectLight + indirectLight;// * (lightLevelZero*0.99 + 0.01) + Lightning;
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color += (lighting - lighting * fogVolumeCoeff) * totalAbsorbance;
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// kill fog absorbance when in caves.
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totalAbsorbance *= mix(1.0, fogVolumeCoeff, lightLevelZero);
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//------------------------------------
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//------ ATMOSPHERE HAZE EFFECT
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//------------------------------------
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#if defined CloudLayer0 && defined VOLUMETRIC_CLOUDS
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float cloudPlaneCutoff = clamp((CloudLayer0_height + max(eyeAltitude-(CloudLayer0_height-100),0)) - progressW.y,0.0,1.0);
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#else
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float cloudPlaneCutoff = 1.0;
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#endif
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// maximum range for atmosphere haze, basically.
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float planetVolume = 1.0 - exp(clamp(1.0 - length(progressW-cameraPosition) / (16*150), 0.0,1.0) * -10);
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// just air
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vec2 airCoef = (exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * 192.0 * Haze_amount) * cloudPlaneCutoff * planetVolume;
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// Pbr for air, yolo mix between mie and rayleigh for water droplets
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vec3 rL = rC*airCoef.x;
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vec3 m = mC*(airCoef.y+densityVol*300.0);
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// calculate the atmosphere haze seperately and purely additive to color, do not contribute to absorbtion.
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vec3 atmosphereVolumeCoeff = exp(-(rL+m)*dd*dL);
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// vec3 Atmosphere = LightSourcePhased * sh * (rayL*rL + sunPhase*m) + AveragedAmbientColor * (rL+m);
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vec3 Atmosphere = (LightSourcePhased * sh * (rayL*rL + sunPhase*m) + AveragedAmbientColor * (rL+m) * (lightLevelZero*0.99 + 0.01)) * inACave;
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color += (Atmosphere - Atmosphere * atmosphereVolumeCoeff) / (rL+m+1e-6) * atmosphereAbsorbance;
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// finalsceneColor = sceneColor * totalAbsorbance;
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atmosphereAbsorbance *= atmosphereVolumeCoeff*fogVolumeCoeff;
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//------------------------------------
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//------ LPV FOG EFFECT
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//------------------------------------
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * totalAbsorbance;
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#endif
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//------------------------------------
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//------ STUPID RENDER CLOUDS AS FOG EFFECT
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//------------------------------------
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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float otherlayer = max(progressW.y - (CloudLayer0_height+99.5), 0.0) > 0.0 ? 0.0 : 1.0;
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float DUAL_MIN_HEIGHT = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
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float DUAL_MAX_HEIGHT = DUAL_MIN_HEIGHT + 100.0;
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float DUAL_DENSITY = otherlayer > 0.0 ? CloudLayer0_density : CloudLayer1_density;
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if(clamp(progressW.y - DUAL_MAX_HEIGHT,0.0,1.0) < 1.0 && clamp(progressW.y - DUAL_MIN_HEIGHT,0.0,1.0) > 0.0){
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#if defined CloudLayer1 && defined CloudLayer0
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float upperLayerOcclusion = otherlayer > 0.0 ? GetCumulusDensity(1, progressW + vec3(0.0,1.0,0.0) * max((LAYER1_minHEIGHT+30) - progressW.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT) : 0.0;
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float skylightOcclusion = mix(1.0, (1.0 - LAYER1_DENSITY)*0.8 + 0.2, (1.0 - exp2(-5.0 * (upperLayerOcclusion*upperLayerOcclusion))));
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#else
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float skylightOcclusion = 1.0;
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#endif
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float DUAL_MIN_HEIGHT_2 = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
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float DUAL_MAX_HEIGHT_2 = DUAL_MIN_HEIGHT + 100.0;
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float cumulus = GetCumulusDensity(-1, progressW, 1, CloudLayer0_height, CloudLayer1_height);
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float fadedDensity = DUAL_DENSITY * pow(clamp((progressW.y - DUAL_MIN_HEIGHT_2)/25,0.0,1.0),2.0);
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float muE = cumulus*fadedDensity;
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float directLight = 0.0;
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if(muE > 1e-5){
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for (int j=0; j < 3; j++){
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// vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05));
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vec3 shadowSamplePos = progressW + dV_Sun * (20.0 + j * (20.0 + dither.y*20.0));
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float shadow = GetCumulusDensity(-1, shadowSamplePos, 0, DUAL_MIN_HEIGHT, DUAL_MAX_HEIGHT) * DUAL_DENSITY;
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directLight += shadow;
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}
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/// shadows cast from one layer to another
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/// large cumulus -> small cumulus
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#if defined CloudLayer1 && defined CloudLayer0
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if(otherlayer > 0.0) directLight += LAYER1_DENSITY * 2.0 * GetCumulusDensity(1, progressW + dV_Sun/abs(dV_Sun.y) * max((LAYER1_minHEIGHT+35) - progressW.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT);
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#endif
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// altostratus -> cumulus
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#ifdef CloudLayer2
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vec3 HighAlt_shadowPos = progressW + dV_Sun/abs(dV_Sun.y) * max(LAYER2_HEIGHT - progressW.y,0.0);
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float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos) * CloudLayer2_density * (1.0-abs(WsunVec.y));
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directLight += HighAlt_shadow;
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#endif
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float skyScatter = clamp(((DUAL_MAX_HEIGHT - progressW.y) / 100.0),0.0,1.0); // linear gradient from bottom to top of cloud layer
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float distantfade = 1- exp( -10*pow(clamp(1.0 - length(progressW - cameraPosition)/(32*65),0.0,1.0),2));
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vec3 cloudlighting = DoCloudLighting(DUAL_DENSITY * cumulus, SkyLightColor*skylightOcclusion, skyScatter, directLight, directScattering*sh_forClouds, directMultiScattering*sh_forClouds, 1);
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color += max(cloudlighting - cloudlighting*exp(-muE*dd*dL_alternate),0.0) * totalAbsorbance * lightLevelZero;
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totalAbsorbance *= max(exp(-muE*dd*dL_alternate),1.0-lightLevelZero);
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}
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}
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#else
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// if (totalAbsorbance < 1e-5) break;
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#endif
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}
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// sceneColor = finalsceneColor;
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// atmosphereAlpha = atmosphereAbsorbance;
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return vec4(color, totalAbsorbance);
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} |