Bliss-Shader/shaders/lib/overworld_fog.glsl

312 lines
11 KiB
GLSL

uniform float noPuddleAreas;
float densityAtPosFog(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
f = (f*f) * (3.-2.*f);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
vec2 xy = texture2D(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
}
float cloudVol(in vec3 pos, float maxDistance ){
vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
float fogYstart = FOG_START_HEIGHT+3;
float mult = exp( -max((pos.y - fogYstart) / 35.,0.0));
float fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0 );
float fog_eroded = 1.0 - densityAtPosFog(samplePos2 * 200.0 );
// float CloudyFog = max( (fog_shape*2.0 - fog_eroded*0.5) - 1.2, max(fog_shape-0.8,0.0)) * mult;
float heightlimit = exp2( -max((pos.y - fogYstart * (1.0+snowStorm)) / 25.,0.0));
float CloudyFog = max((fog_shape*1.2 - fog_eroded*0.2) - 0.75,0.0) * heightlimit ;
float UniformFog = exp( max(pos.y - fogYstart,0.0) / -25);
// UniformFog = 1.0;
float RainFog = ((2 + max(fog_shape*10. - 7.0,0.5)*2.0)) *UniformFog* rainStrength * noPuddleAreas * RainFog_amount;
// float RainFog = (CloudyFog*255) * rainStrength * noPuddleAreas * RainFog_amount;
#ifdef PER_BIOME_ENVIRONMENT
// sandstorms and snowstorms
if(sandStorm > 0 || snowStorm > 0) CloudyFog = mix(CloudyFog, max(densityAtPosFog((samplePos2 - vec3(frameTimeCounter,0,frameTimeCounter)*10) * 100.0 ) - 0.2,0.0) * heightlimit, sandStorm+snowStorm);
#endif
TimeOfDayFog(UniformFog, CloudyFog, maxDistance, dailyWeatherParams0.a, dailyWeatherParams1.a);
float noise = densityAtPosFog(samplePos * 12.0);
float erosion = 1.0-densityAtPosFog(samplePos2 * (125 - (1-pow(1-noise,5))*25));
// float clumpyFog = max(exp(noise * -5)*2 - (erosion*erosion), 0.0);
// float testfogshapes = clumpyFog*30;
// return testfogshapes;
// return max(exp( max(pos.y - 90,0.0) / -1), 0.0) * 100;
return CloudyFog + UniformFog + RainFog;
}
float phaseRayleigh(float cosTheta) {
const vec2 mul_add = vec2(0.1, 0.28) / acos(-1.0);
return cosTheta * mul_add.x + mul_add.y; // optimized version from [Elek09], divided by 4 pi for energy conservation
}
float fogPhase(float lightPoint){
float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
exponential += sqrt(exp2(sqrt(linear) * -12.5));
return exponential;
}
vec4 GetVolumetricFog(
vec3 viewPosition,
vec2 dither,
vec3 LightColor,
vec3 AmbientColor
){
#ifndef TOGGLE_VL_FOG
return vec4(0.0,0.0,0.0,1.0);
#endif
int SAMPLECOUNT = VL_SAMPLES;
/// ------------- RAYMARCHING STUFF ------------- \\\
//project pixel position into projected shadowmap space
vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz;
vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
//project view origin into projected shadowmap space
vec3 start = toShadowSpaceProjected(vec3(0.0));
//rayvector into projected shadow map space
//we can use a projected vector because its orthographic projection
//however we still have to send it to curved shadow map space every step
vec3 dV = fragposition - start;
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
#ifdef DISTANT_HORIZONS
float maxLength = min(length(dVWorld), max(dhFarPlane-1000,0.0))/length(dVWorld);
SAMPLECOUNT += SAMPLECOUNT;
#else
float maxLength = min(length(dVWorld), far)/length(dVWorld);
#endif
dV *= maxLength;
dVWorld *= maxLength;
float dL = length(dVWorld);
float mult = length(dVWorld)/25;
vec3 progress = start.xyz;
vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
float SdotV = dot(sunVec,normalize(viewPosition))*lightCol.a;
/// ------------- COLOR/LIGHTING STUFF ------------- \\\
vec3 color = vec3(0.0);
vec3 absorbance = vec3(1.0);
///// ----- fog lighting
//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
float mie = fogPhase(SdotV) * 5.0;
float rayL = phaseRayleigh(SdotV);
vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5);
vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
vec3 skyLightPhased = AmbientColor;
vec3 LightSourcePhased = LightColor;
#ifdef ambientLight_only
LightSourcePhased = vec3(0.0);
#endif
#ifdef PER_BIOME_ENVIRONMENT
vec3 biomeDirect = LightSourcePhased;
vec3 biomeIndirect = skyLightPhased;
float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
#endif
skyLightPhased = max(skyLightPhased + skyLightPhased*(normalize(wpos).y*0.9+0.1),0.0);
LightSourcePhased *= mie;
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
#ifdef RAYMARCH_CLOUDS_WITH_FOG
vec3 SkyLightColor = AmbientColor;
vec3 LightSourceColor = LightColor;
#ifdef ambientLight_only
LightSourceColor = vec3(0.0);
#endif
float shadowStep = 200.0;
vec3 dV_Sun = WsunVec*shadowStep;
float mieDay = phaseg(SdotV, 0.75);
float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ;
vec3 directScattering = LightSourceColor * mieDay * 3.14;
vec3 directMultiScattering = LightSourceColor * mieDayMulti * 3.14;
vec3 sunIndirectScattering = LightSourceColor * phaseg(dot(mat3(gbufferModelView)*vec3(0,1,0),normalize(viewPosition)), 0.5) * 3.14;
#endif
#ifdef DISTANT_HORIZONS
float atmosphereMult = 1.0;
#else
float atmosphereMult = 1.5;
#endif
float expFactor = 11.0;
for (int i=0;i<SAMPLECOUNT;i++) {
float d = (pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
progress = start.xyz + d*dV;
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
// float curvature = 1-exp(-25*pow(clamp(1.0 - length(progressW - cameraPosition)/(32*80),0.0,1.0),2));
//project into biased shadowmap space
#ifdef DISTORT_SHADOWMAP
float distortFactor = calcDistort(progress.xy);
#else
float distortFactor = 1.0;
#endif
vec3 pos = vec3(progress.xy*distortFactor, progress.z);
vec3 sh = vec3(1.0);
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
#ifdef TRANSLUCENT_COLORED_SHADOWS
sh = vec3(shadow2D(shadowtex0, pos).x);
if(shadow2D(shadowtex1, pos).x > pos.z && sh.x < 1.0){
vec4 translucentShadow = texture2D(shadowcolor0, pos.xy);
if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
}
#else
sh = vec3(shadow2D(shadow, pos).x);
#endif
}
vec3 sh2 = sh;
#ifdef VL_CLOUDS_SHADOWS
// if(clamp(progressW.y - CloudLayer1_height,0.0,1.0) < 1.0 && clamp(progressW.y-50,0.0,1.0) > 0.0)
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
#endif
#ifdef PER_BIOME_ENVIRONMENT
float maxDistance = inBiome * min(max(1.0 - length(d*dVWorld.xz)/(32*8),0.0)*2.0,1.0);
float densityVol = cloudVol(progressW, maxDistance) * lightleakfix;
#else
float densityVol = cloudVol(progressW, 0.0) * lightleakfix;
#endif
//Water droplets(fog)
float density = densityVol*300.0;
///// ----- main fog lighting
//Just air
vec2 airCoef = exp(-max(progressW.y - SEA_LEVEL, 0.0) / vec2(8.0e3, 1.2e3) * vec2(6.,7.0)) * (atmosphereMult * 24.0) * Haze_amount * clamp(CloudLayer0_height - progressW.y + max(eyeAltitude-(CloudLayer0_height-50),0),0.0,1.0);
//Pbr for air, yolo mix between mie and rayleigh for water droplets
vec3 rL = rC*airCoef.x;
vec3 m = (airCoef.y+density) * mC;
#ifdef PER_BIOME_ENVIRONMENT
vec3 Atmosphere = mix(skyLightPhased, biomeDirect, maxDistance) * (rL + m); // not pbr so just make the atmosphere also dense fog heh
vec3 DirectLight = mix(LightSourcePhased, biomeIndirect, maxDistance) * sh * (rL*rayL + m);
#else
vec3 Atmosphere = skyLightPhased * (rL + m); // not pbr so just make the atmosphere also dense fog heh
vec3 DirectLight = LightSourcePhased * sh * (rL*rayL + m);
#endif
vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz) * (rL + m);
vec3 foglighting = (Atmosphere + DirectLight + Lightning) * lightleakfix;
color += (foglighting - foglighting * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
absorbance *= clamp(exp(-(rL+m)*dd*dL),0.0,1.0);
#ifdef RAYMARCH_CLOUDS_WITH_FOG
//////////////////////////////////////////
///// ----- cloud part
//////////////////////////////////////////
// curvature = clamp(1.0 - length(progressW - cameraPosition)/(32*128),0.0,1.0);
float otherlayer = max(progressW.y - (CloudLayer0_height+99.5), 0.0) > 0.0 ? 0.0 : 1.0;
float DUAL_MIN_HEIGHT = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
float DUAL_MAX_HEIGHT = DUAL_MIN_HEIGHT + 100.0;
float DUAL_DENSITY = otherlayer > 0.0 ? CloudLayer0_density : CloudLayer1_density;
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){
float DUAL_MIN_HEIGHT_2 = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
float DUAL_MAX_HEIGHT_2 = DUAL_MIN_HEIGHT + 100.0;
float cumulus = GetCumulusDensity(-1, progressW, 1, CloudLayer0_height, CloudLayer1_height);
float fadedDensity = DUAL_DENSITY * clamp(exp( (progressW.y - (DUAL_MAX_HEIGHT - 75)) / 9.0 ),0.0,1.0);
float muE = cumulus*fadedDensity;
float directLight = 0.0;
for (int j=0; j < 3; j++){
vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05));
float shadow = GetCumulusDensity(-1, shadowSamplePos, 0, DUAL_MIN_HEIGHT, DUAL_MAX_HEIGHT) * DUAL_DENSITY;
directLight += shadow;
}
/// shadows cast from one layer to another
/// large cumulus -> small cumulus
#if defined CloudLayer1 && defined CloudLayer0
if(otherlayer > 0.0) directLight += LAYER1_DENSITY * 2.0 * GetCumulusDensity(1, progressW + dV_Sun/abs(dV_Sun.y) * max((LAYER1_minHEIGHT+70*dither.y) - progressW.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;
// directLight += HighAlt_shadow;
// #endif
float skyScatter = clamp(((DUAL_MAX_HEIGHT - 20 - progressW.y) / 275.0) * (0.5+DUAL_DENSITY),0.0,1.0);
float distantfade = 1- exp( -10*pow(clamp(1.0 - length(progressW - cameraPosition)/(32*65),0.0,1.0),2));
vec3 cloudlighting = DoCloudLighting(muE, cumulus, SkyLightColor, skyScatter, directLight, directScattering*sh2, directMultiScattering*sh2, 1);
color += max(cloudlighting - cloudlighting*exp(-muE*dd*dL),0.0) * absorbance;
absorbance *= max(exp(-muE*dd*dL),0.0);
}
#endif
if (min(dot(absorbance,vec3(0.335)),1.0) < 1e-5) break;
}
return vec4(color, min(dot(absorbance,vec3(0.335)),1.0));
}