mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
142 lines
4.9 KiB
GLSL
142 lines
4.9 KiB
GLSL
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 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){
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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 mult = exp( -max((pos.y - SEA_LEVEL) / 35.,0.0));
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float fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0);
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float fog_eroded = 1.0 - densityAtPosFog( samplePos2 * 200.0);
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// float CloudyFog = max( (fog_shape*2.0 - fog_eroded*0.5) - 1.2, max(fog_shape-0.8,0.0)) * mult;
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float CloudyFog = max((fog_shape*1.2 - fog_eroded*0.2) - 0.75,0.0) ;
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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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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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vec3 AmbientColor
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){
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + 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.));
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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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float maxLength = min(length(dVWorld),far)/length(dVWorld);
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dV *= maxLength;
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dVWorld *= maxLength;
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//apply dither
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vec3 progress = start.xyz;
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vec3 vL = vec3(0.);
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float SdotV = dot(sunVec,normalize(fragpos))*lightCol.a;
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float dL = length(dVWorld);
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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float mie = phaseg(SdotV,0.7)*5.0 + 1.0;
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float rayL = phaseRayleigh(SdotV);
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// Makes fog more white idk how to simulate it correctly
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vec3 sunColor = lightCol.rgb / 80.0;
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vec3 skyCol0 = AmbientColor / 150. * 5.; // * max(abs(WsunVec.y)/150.0,0.);
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#ifdef Biome_specific_environment
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// recolor change sun and sky color to some color, but make sure luminance is preserved.
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BiomeFogColor(sunColor);
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BiomeFogColor(skyCol0);
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#endif
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vec3 rC = vec3(fog_coefficientRayleighR*1e-6, fog_coefficientRayleighG*1e-5, fog_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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float mu = 1.0;
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float muS = mu;
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float absorbance = 1.0;
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float expFactor = 11.0;
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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for (int i=0;i<VL_SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(VL_SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(VL_SAMPLES)) * log(expFactor) / float(VL_SAMPLES)/(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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//project into biased shadowmap space
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float distortFactor = calcDistort(progress.xy);
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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float densityVol = cloudVol(progressW);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW);
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#endif
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//Water droplets(fog)
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float density = densityVol*ATMOSPHERIC_DENSITY*mu*300.;
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//Just air
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vec2 airCoef = exp(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * 24 * Haze_amount;
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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 = (airCoef.y+density)*mC;
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vec3 DirectLight = (sunColor*sh) * (rayL*rL+m*mie);
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vec3 AmbientLight = skyCol0 * m;
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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 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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vL += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
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absorbance *= dot(clamp(exp(-(rL+m)*dd*dL),0.0,1.0), vec3(0.333333));
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}
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return vec4(vL,absorbance);
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} |