mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
62be2ab097
This reverts commit 4869877f77
.
669 lines
23 KiB
GLSL
669 lines
23 KiB
GLSL
#ifdef HQ_CLOUDS
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int maxIT_clouds = minRayMarchSteps;
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int maxIT = maxRayMarchSteps;
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const int cloudLoD = cloud_LevelOfDetail;
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const int cloudShadowLoD = cloud_ShadowLevelOfDetail;
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#else
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int maxIT_clouds = minRayMarchStepsLQ;
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int maxIT = maxRayMarchStepsLQ;
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const int cloudLoD = cloud_LevelOfDetailLQ;
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const int cloudShadowLoD = cloud_ShadowLevelOfDetailLQ;
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#endif
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uniform int worldTime;
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#define WEATHERCLOUDS
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#include "/lib/climate_settings.glsl"
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#if defined Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#else
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vec4 dailyWeatherParams0 = vec4(CloudLayer0_coverage, CloudLayer1_coverage, CloudLayer2_coverage, 0.0);
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vec4 dailyWeatherParams1 = vec4(CloudLayer0_density, CloudLayer1_density, CloudLayer2_density, 0.0);
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#endif
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float LAYER0_width = 100.0;
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float LAYER0_minHEIGHT = CloudLayer0_height;
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float LAYER0_maxHEIGHT = LAYER0_width + LAYER0_minHEIGHT;
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float LAYER1_width = 100.0;
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float LAYER1_minHEIGHT = max(CloudLayer1_height, LAYER0_maxHEIGHT);
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float LAYER1_maxHEIGHT = LAYER1_width + LAYER1_minHEIGHT;
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float LAYER2_HEIGHT = max(CloudLayer2_height, LAYER1_maxHEIGHT);
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// float LAYER0_COVERAGE = mix(pow(dailyWeatherParams0.x*2.0,0.2), 0.9, rainStrength);
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// float LAYER1_COVERAGE = mix(pow(dailyWeatherParams0.y*2.0,0.2), 0.8, rainStrength);
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// float LAYER2_COVERAGE = mix(pow(dailyWeatherParams0.z*2.0,0.2), 1.3, rainStrength);
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float LAYER0_COVERAGE = mix(dailyWeatherParams0.x, 0.95, rainStrength);
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float LAYER1_COVERAGE = mix(dailyWeatherParams0.y, 0.0, rainStrength);
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float LAYER2_COVERAGE = mix(dailyWeatherParams0.z, 1.5, rainStrength);
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float LAYER0_DENSITY = mix(dailyWeatherParams1.x,1.0,rainStrength);
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float LAYER1_DENSITY = mix(dailyWeatherParams1.y,0.0,rainStrength);
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float LAYER2_DENSITY = mix(dailyWeatherParams1.z,0.05,rainStrength);
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uniform int worldDay;
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float cloud_movement = (worldTime + mod(worldDay,100)*24000.0) / 24.0 * Cloud_Speed;
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//3D noise from 2d texture
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float densityAtPos(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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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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//The y channel has an offset to avoid using two textures fetches
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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 GetAltostratusDensity(vec3 pos){
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float large = 1.0 - texture2D(noisetex, (pos.xz + cloud_movement)/100000.).b;
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large = max(large + LAYER2_COVERAGE - 0.7, 0.0);
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float medium = 1.0 - texture2D(noisetex, (pos.xz - cloud_movement)/7500. + vec2(-large,1.0-large)/5.0).b;
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float shape = max(large - medium*0.4 * clamp(1.5-large,0.0,1.0),0.0);
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return shape*shape;
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}
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float cloudCov(int layer, in vec3 pos, vec3 samplePos, float minHeight, float maxHeight){
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float FinalCloudCoverage = 0.0;
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float coverage = 0.0;
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float Topshape = 0.0;
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float Baseshape = 0.0;
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float LAYER0_minHEIGHT_FOG = CloudLayer0_height;
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float LAYER0_maxHEIGHT_FOG = 100 + LAYER0_minHEIGHT_FOG;
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LAYER0_minHEIGHT_FOG = LAYER0_minHEIGHT;
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LAYER0_maxHEIGHT_FOG = LAYER0_maxHEIGHT;
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float LAYER1_minHEIGHT_FOG = max(CloudLayer1_height, LAYER0_maxHEIGHT);
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float LAYER1_maxHEIGHT_FOG = 100 + LAYER1_minHEIGHT_FOG;
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LAYER1_minHEIGHT_FOG = LAYER1_minHEIGHT;
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LAYER1_maxHEIGHT_FOG = LAYER1_maxHEIGHT;
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vec2 SampleCoords0 = vec2(0.0); vec2 SampleCoords1 = vec2(0.0);
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float CloudSmall = 0.0;
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if(layer == 0){
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SampleCoords0 = (samplePos.xz + cloud_movement) / 5000 ;
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SampleCoords1 = (samplePos.xz - cloud_movement) / 500 ;
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CloudSmall = texture2D(noisetex, SampleCoords1 ).r;
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}
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if(layer == 1){
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SampleCoords0 = -( (samplePos.zx + cloud_movement*2) / 10000);
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SampleCoords1 = -( (samplePos.zx - cloud_movement*2) / 2500);
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CloudSmall = texture2D(noisetex, SampleCoords1 ).b;
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}
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if(layer == -1){
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float otherlayer = max(pos.y - (LAYER0_minHEIGHT_FOG+99.5), 0.0) > 0 ? 0.0 : 1.0;
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if(otherlayer > 0.0){
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SampleCoords0 = (samplePos.xz + cloud_movement) / 5000 ;
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SampleCoords1 = (samplePos.xz - cloud_movement) / 500 ;
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CloudSmall = texture2D(noisetex, SampleCoords1 ).r;
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}else{
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SampleCoords0 = -( (samplePos.zx + cloud_movement*2) / 10000);
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SampleCoords1 = -( (samplePos.zx - cloud_movement*2) / 2500);
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CloudSmall = texture2D(noisetex, SampleCoords1 ).b;
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}
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}
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float CloudLarge = texture2D(noisetex, SampleCoords0).b;
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if(layer == 0){
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coverage = abs(CloudLarge*2.0 - 1.2)*0.5 - (1.0-CloudSmall);
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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));
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Topshape = max(pos.y - (LAYER0_maxHEIGHT_FOG - 75),0.0) / 200.0;
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Topshape += max(pos.y - (LAYER0_maxHEIGHT_FOG - 10),0.0) / 15.0;
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Baseshape = max(LAYER0_minHEIGHT_FOG + 12.5 - pos.y, 0.0) / 50.0;
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FinalCloudCoverage = max(layer0 - Topshape - Baseshape * (1.0-rainStrength),0.0);
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}
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if(layer == 1){
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coverage = abs(CloudLarge-0.8) - CloudSmall;
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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));
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Topshape = max(pos.y - (LAYER1_maxHEIGHT_FOG - 75),0.0) / 200.0;
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Topshape += max(pos.y - (LAYER1_maxHEIGHT_FOG - 10), 0.0) / 15.0;
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Baseshape = max(LAYER1_minHEIGHT_FOG + 15.5 - pos.y, 0.0) / 50.0;
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FinalCloudCoverage = max(layer1 - Topshape*Topshape - Baseshape * (1.0-rainStrength), 0.0);
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}
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if(layer == -1){
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#ifdef CloudLayer0
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float layer0_coverage = abs(CloudLarge*2.0 - 1.2)*0.5 - (1.0-CloudSmall);
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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));
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Topshape = max(pos.y - (LAYER0_maxHEIGHT_FOG - 75),0.0) / 200.0;
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Topshape += max(pos.y - (LAYER0_maxHEIGHT_FOG - 10),0.0) / 15.0;
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Baseshape = max(LAYER0_minHEIGHT_FOG + 12.5 - pos.y, 0.0) / 50.0;
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FinalCloudCoverage = max(layer0 - Topshape - Baseshape * (1.0-rainStrength),0.0);
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#endif
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#ifdef CloudLayer1
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float layer1_coverage = abs(CloudLarge-0.8) - CloudSmall;
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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));
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Topshape = max(pos.y - (LAYER1_maxHEIGHT_FOG - 75), 0.0) / 200;
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Topshape += max(pos.y - (LAYER1_maxHEIGHT_FOG - 10 ), 0.0) / 50;
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Baseshape = max(LAYER1_minHEIGHT_FOG + 12.5 - pos.y, 0.0) / 50.0;
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FinalCloudCoverage += max(layer1 - Topshape*Topshape - Baseshape * (1.0-rainStrength), 0.0);
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#endif
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}
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return FinalCloudCoverage;
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}
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//Erode cloud with 3d Perlin-worley noise, actual cloud value
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float cloudVol(int layer, in vec3 pos, in vec3 samplePos, in float cov, in int LoD, float minHeight, float maxHeight){
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// float curvature = 1-exp(-25*pow(clamp(1.0 - length(pos - cameraPosition)/(32*80),0.0,1.0),2));
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// curvature = clamp(1.0 - length(pos - cameraPosition)/(32*128),0.0,1.0);
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float otherlayer = max(pos.y - (CloudLayer0_height+99.5), 0.0) > 0 ? 0.0 : 1.0;
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float upperPlane = otherlayer;
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float noise = 0.0 ;
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float totalWeights = 0.0;
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float pw = log(fbmPower1);
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float pw2 = log(fbmPower2);
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samplePos.xz -= cloud_movement/4;
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samplePos.xz += pow( max(pos.y - (minHeight+20), 0.0) / 20.0,1.50) ;
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noise += (1.0-densityAtPos(samplePos * mix(100.0,200.0,upperPlane)) ) * sqrt(1.0-cov);
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if (LoD > 0){
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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);
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}
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noise = noise*noise;
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float cloud = max(cov - noise*noise*fbmAmount,0.0);
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return cloud;
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}
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float GetCumulusDensity(int layer, in vec3 pos, in int LoD, float minHeight, float maxHeight){
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vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4;
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float coverageSP = cloudCov(layer, pos,samplePos, minHeight, maxHeight);
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// return coverageSP;
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if (coverageSP > 0.001) {
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if (LoD < 0) return max(coverageSP - 0.27*fbmAmount,0.0);
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return cloudVol(layer, pos,samplePos,coverageSP,LoD ,minHeight, maxHeight) ;
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} else return 0.0;
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}
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#ifndef CLOUDSHADOWSONLY
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uniform sampler2D colortex4; //Skybox
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//Mie phase function
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float phaseg(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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vec3 DoCloudLighting(
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float density,
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vec3 skyLightCol,
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float skyScatter,
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float sunShadows,
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vec3 sunScatter,
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vec3 sunMultiScatter,
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float distantfog
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){
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float powder = 1.0 - exp(-10.0 * density);
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vec3 directLight = sunScatter * exp(-10.0 * sunShadows) + sunMultiScatter * exp(-3.0 * sunShadows) * powder;
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vec3 indirectLight = skyLightCol * mix(1.0, 2.0 * (1.0 - sqrt((skyScatter*skyScatter*skyScatter)*density)) , pow(distantfog,1.0 - rainStrength*0.5));
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// return directLight;
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// #ifndef TEST
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// return indirectLight;
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// #endif
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return directLight + indirectLight;
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}
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vec4 renderLayer(
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int layer,
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in vec3 POSITION,
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in vec3 rayProgress,
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in vec3 dV_view,
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in float mult,
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in float dither,
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int QUALITY,
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float minHeight,
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float maxHeight,
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in vec3 dV_Sun,
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float cloudDensity,
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in vec3 skyLightCol,
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in vec3 sunScatter,
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in vec3 sunMultiScatter,
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in vec3 indirectScatter,
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in float distantfog,
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bool notVisible,
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vec3 FragPosition,
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inout vec3 cloudDepth
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){
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vec3 COLOR = vec3(0.0);
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float TOTAL_EXTINCTION = 1.0;
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bool IntersecTerrain = false;
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#ifdef CLOUDS_INTERSECT_TERRAIN
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// thank you emin for this world intersection thing
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#if defined DISTANT_HORIZONS
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float maxdist = dhRenderDistance + 16 * 32;
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#else
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float maxdist = far + 16*5;
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#endif
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float lViewPosM = length(FragPosition) < maxdist ? length(FragPosition) - 1.0 : 100000000.0;
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#endif
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if(layer == 2){
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#ifdef CLOUDS_INTERSECT_TERRAIN
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IntersecTerrain = length(rayProgress - cameraPosition) > lViewPosM;
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#endif
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if(notVisible || IntersecTerrain) return vec4(COLOR, TOTAL_EXTINCTION);
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float signFlip = mix(-1.0, 1.0, clamp(cameraPosition.y - minHeight,0.0,1.0));
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if(max(signFlip * normalize(dV_view).y,0.0) <= 0.0){
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float altostratus = GetAltostratusDensity(rayProgress);
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float AltoWithDensity = altostratus * cloudDensity;
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if(altostratus > 1e-5){
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float muE = altostratus * cloudDensity;
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float directLight = 0.0;
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for (int j = 0; j < 2; j++){
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// lower the step size as the sun gets higher in the sky
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vec3 shadowSamplePos_high = rayProgress + dV_Sun * (1.0 + j * dither) / (pow(abs(dV_Sun.y*0.5),3.0) * 0.995 + 0.005);
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// lower density as the sun gets higher in the sky to simulate.... multiscattering or something idk it looks better this way
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directLight += GetAltostratusDensity(shadowSamplePos_high) * cloudDensity * (1.0-abs(dV_Sun.y));
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}
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vec3 lighting = DoCloudLighting(AltoWithDensity, skyLightCol, 0.5, directLight, sunScatter, sunMultiScatter, distantfog);
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COLOR += max(lighting - lighting*exp(-mult*muE),0.0) * TOTAL_EXTINCTION;
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TOTAL_EXTINCTION *= max(exp(-mult*muE),0.0);
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}
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}
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return vec4(COLOR, TOTAL_EXTINCTION);
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}else{
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#if defined CloudLayer1 && defined CloudLayer0
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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;
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float skylightOcclusion = mix(1.0, (1.0 - LAYER1_DENSITY)*0.8 + 0.2, (1.0 - exp2(-5.0 * (upperLayerOcclusion*upperLayerOcclusion))) * distantfog);
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#else
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float skylightOcclusion = 1.0;
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#endif
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float expFactor = 11.0;
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for(int i = 0; i < QUALITY; i++) {
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#ifdef CLOUDS_INTERSECT_TERRAIN
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IntersecTerrain = length(rayProgress - cameraPosition) > lViewPosM;
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#endif
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/// avoid overdraw
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if(notVisible || IntersecTerrain) break;
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// do not sample anything unless within a clouds bounding box
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if(clamp(rayProgress.y - maxHeight,0.0,1.0) < 1.0 && clamp(rayProgress.y - minHeight,0.0,1.0) > 0.0){
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float cumulus = GetCumulusDensity(layer, rayProgress, 1, minHeight, maxHeight);
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float fadedDensity = cloudDensity * pow(clamp((rayProgress.y - minHeight)/25,0.0,1.0),2.0);
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float CumulusWithDensity = cloudDensity * cumulus;
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if(CumulusWithDensity > 1e-5 ){ // make sure no work is done on pixels with no densities
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float muE = cumulus * fadedDensity;
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float directLight = 0.0;
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for (int j=0; j < 3; j++){
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vec3 shadowSamplePos = rayProgress + dV_Sun * (20.0 + j * (20.0 + dither*20.0));
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directLight += GetCumulusDensity(layer, shadowSamplePos, 0, minHeight, maxHeight) * cloudDensity;
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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(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);
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#endif
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// altostratus -> cumulus
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#ifdef CloudLayer2
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vec3 HighAlt_shadowPos = rayProgress + dV_Sun/abs(dV_Sun.y) * max(LAYER2_HEIGHT - rayProgress.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(((maxHeight - rayProgress.y) / 100.0),0.0,1.0); // linear gradient from bottom to top of cloud layer
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vec3 lighting = DoCloudLighting(CumulusWithDensity, skyLightCol * skylightOcclusion, skyScatter, directLight, sunScatter, sunMultiScatter, distantfog);
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COLOR += max(lighting - lighting*exp(-mult*muE),0.0) * TOTAL_EXTINCTION;
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TOTAL_EXTINCTION *= max(exp(-mult*muE),0.0);
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if (TOTAL_EXTINCTION < 1e-5) break;
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}
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}
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rayProgress += dV_view;
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}
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return vec4(COLOR, TOTAL_EXTINCTION);
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}
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}
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vec3 layerStartingPosition(
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vec3 dV_view,
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vec3 cameraPos,
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float dither,
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float minHeight,
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float maxHeight
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){
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// allow passing through/above/below the plane without limits
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float flip = mix(max(cameraPos.y - maxHeight,0.0), max(minHeight - cameraPos.y,0.0), clamp(dV_view.y,0.0,1.0));
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|
|
|
// 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
|
|
} |