mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
a9be7b0da5
This reverts commit 92943470f48d9154ef9c6b21b0deb32b20e99591.
420 lines
13 KiB
GLSL
420 lines
13 KiB
GLSL
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#ifdef HQ_CLOUDS
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int maxIT_clouds = minRayMarchSteps;
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int maxIT = maxRayMarchSteps;
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#else
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int maxIT_clouds = minRayMarchStepsLQ;
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int maxIT = maxRayMarchStepsLQ;
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#endif
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#ifdef HQ_CLOUDS
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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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const int cloudLoD = cloud_LevelOfDetailLQ;
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const int cloudShadowLoD = cloud_ShadowLevelOfDetailLQ;
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#endif
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uniform float viewHeight;
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uniform float viewWidth;
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uniform sampler2D colortex4;//Skybox
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// uniform float lightningFlash;
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#define WEATHERCLOUDS
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#include "/lib/climate_settings.glsl"
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float maxHeight = 5000.;
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float cloud_height = 1500.;
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// quick variables
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float rainCloudwetness = rainStrength ;
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float rainClouds = rainCloudwetness;
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float cloud_movement1 = frameTimeCounter * cloud_speed * 0.001;
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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 cloudshape = 0.0;
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float cloudCov(in vec3 pos,vec3 samplePos){
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// float CloudLarge = texture2D(noisetex, samplePos.xz/150000 + cloud_movement1 ).b;
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// float CloudSmall = texture2D(noisetex, samplePos.xz/15000 - cloud_movement1 + vec2(1-CloudLarge,-CloudLarge)/5).r;
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// float coverage = CloudSmall-CloudLarge;
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// // float mult = max( abs(pos.y - (maxHeight+cloud_height)*0.4 ) / 5000, 0);
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// float mult = max( abs(pos.y-1750) / 5000, 0);
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// cloudshape = DailyWeather_LowAltitude(coverage) - mult ;
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// return max(cloudshape,0.0);
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float CloudLarge = texture2D(noisetex, samplePos.xz/150000 + cloud_movement1).b;
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float CloudSmall = texture2D(noisetex, samplePos.xz/15000 - cloud_movement1 + vec2(1-CloudLarge,-CloudLarge)/5).r;
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float coverage = (CloudSmall) - pow(CloudLarge*0.5+0.5,1.5);
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float mult = max( abs(pos.y - (maxHeight+cloud_height)*0.4 ) / 5000, 0);
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// float mult = max( abs(pos.y-1750) / 5000, 0);
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cloudshape = DailyWeather_LowAltitude(coverage) - mult;
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return max(cloudshape,0.0);
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}
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//Erode cloud with 3d Perlin-worley noise, actual cloud value
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float cloudVol(in vec3 pos,in vec3 samplePos,in float cov, in int LoD){
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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.xyz -= cloud_movement1.xyz*400;
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for (int i = 0; i <= LoD; i++){
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float weight = exp(-i*pw2);
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noise += weight - densityAtPos(samplePos * 8 * exp(i*pw) )*weight ;
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totalWeights += weight ;
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}
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noise *= clamp(1.0-cloudshape,0.0,1.0);
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noise /= totalWeights;
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noise = noise*noise;
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float cloud = max(cov-noise*noise*fbmAmount,0.0);
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// // noise = (1.0 - densityAtPos(samplePos * 4.));
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// // samplePos = floor(samplePos*)/16;
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// noise += ((1.0 - densityAtPos(samplePos * 16.))*0.5+0.5) * (1.0 - densityAtPos(samplePos * 4.));
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// // noise += (1.0 - densityAtPos(samplePos / 160 * 1000.));
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// noise *= clamp(pow(1.0-cloudshape,0.5),0.0,1.0);
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// float cloud = max(cov - noise*noise*noise,0.0) ;
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return cloud;
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}
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float getCloudDensity(in vec3 pos, in int LoD){
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// vec3 samplePos = floor((pos*vec3(1.0,1./48.,1.0)/4 ) /512)*512 ;
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vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4;
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float coverageSP = cloudCov(pos,samplePos);
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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(pos,samplePos,coverageSP, LoD);
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} else return 0.0;
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}
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float HighAltitudeClouds(vec3 pos){
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vec2 pos2d = pos.xz/100000.0 ;
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float cloudLarge = texture2D(noisetex, pos2d/5. ).b;
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float cloudSmall = texture2D(noisetex, pos2d + vec2(-cloudLarge,cloudLarge)/10).b;
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// #ifdef Dynamic_Sky
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// coverage = max(10.3 - Weather_properties.g*10.,0.0);
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// // thickness = Weather_properties.g*3 ;
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// #endif
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float coverage = 1;
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float thickness = 1;
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DailyWeather_HighAltitude(coverage, thickness);
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float cirrusFinal = exp(pow((cloudSmall + cloudLarge),thickness) * -coverage );
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return max(cirrusFinal,0.0);
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}
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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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// random magic number bullshit go!
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vec3 Cloud_lighting(
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vec3 Pos,
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float CloudShape,
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float SkyShadowing,
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float SunShadowing,
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float MoonShadowing,
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vec3 SkyColors,
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vec3 sunContribution,
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vec3 sunContributionMulti,
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vec3 moonContribution,
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vec3 moonContributionMulti,
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int cloudType
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){
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// low altitude
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float powder = 1.0 - exp(-CloudShape * 400.0);
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float ambientShading = exp(-SkyShadowing * 50. + powder)*powder ;
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vec3 ambientLighting = SkyColors * ambientShading;
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// if(cloudType == 1) ambientLighting = SkyColors * powder;
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vec3 sunLighting = exp(-SunShadowing)*sunContribution + exp(-SunShadowing * 0.2)*sunContributionMulti;
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sunLighting *= powder;
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vec3 moonLighting = ( exp2(-MoonShadowing * 2.0 )*moonContribution + exp(-MoonShadowing * 0.2 )*moonContributionMulti ) * powder;
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return ambientLighting + sunLighting ;
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// low altitude
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// float powder = max(1.0 - exp2(-CloudShape*100.0),0.0);
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// float ambientShading = (powder*0.8+0.2) * exp2(-SkyShadowing * 50.);
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// vec3 ambientLighting = SkyColors * 4.0 * ambientShading;
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// if(cloudType == 1) ambientLighting = SkyColors * (1.0-powder/2);
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// vec3 sunLighting = ( exp2(-SunShadowing * 2.0 )*sunContribution + exp(-SunShadowing * 0.2 )*sunContributionMulti ) * powder;
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// vec3 moonLighting = ( exp2(-MoonShadowing * 2.0 )*moonContribution + exp(-MoonShadowing * 0.2 )*moonContributionMulti ) * powder;
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// // if(cloudType == 0) sunLighting *= clamp((1.05-CirrusCoverage),0,1); // less sunlight hits low clouds if high clouds have alot of coverage
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// return ambientLighting + sunLighting + moonLighting;
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}
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vec3 pixelCoord (vec3 Coordinates, int Resolution){
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return floor(Coordinates / Resolution) * Resolution;
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}
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vec3 startOffset = vec3(0);
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vec4 renderClouds(
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vec3 fragpositi,
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vec3 color,
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float dither,
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vec3 sunColor,
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vec3 moonColor,
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vec3 avgAmbient,
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float dither2
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){
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#ifndef VOLUMETRIC_CLOUDS
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return vec4(0.0,0.0,0.0,1.0);
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#endif
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float vL = 0.0;
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float total_extinction = 1.0;
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color = vec3(0.0);
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//project pixel position into projected shadowmap space
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vec4 fragposition = gbufferModelViewInverse*vec4(fragpositi,1.0);
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vec3 worldV = normalize(fragposition.rgb);
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float VdotU = worldV.y;
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//project view origin into projected shadowmap space
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vec4 start = (gbufferModelViewInverse*vec4(0.0,0.0,0.,1.));
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// vec3 dV_view = worldV;
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// cloud plane curvature
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float curvature = 0.05;
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worldV.y += curvature;
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vec3 dV_view = worldV;
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worldV.y -= curvature;
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vec3 dV_view2 = worldV;
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maxIT_clouds = int(clamp( maxIT_clouds / sqrt(exp2(VdotU)),0.0, maxIT));
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worldV = normalize(worldV)*100000. + cameraPosition; //makes max cloud distance not dependant of render distance
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dV_view = normalize(dV_view);
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float height = Cloud_Height;
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int flipClouds = 1;
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// if (worldV.y < cloud_height){
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// flipClouds = -1;
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// };
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if (worldV.y < cloud_height || cameraPosition.y > 390. ) return vec4(0.,0.,0.,1.); //don't trace if no intersection is possible
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// if (worldV.y < cloud_height && flipClouds == -1) return vec4(0.,0.,0.,1.); //don't trace if no intersection is possible
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//setup ray to start at the start of the cloud plane and end at the end of the cloud plane
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dV_view *= max(maxHeight - cloud_height, 0.0)/dV_view.y/(maxIT_clouds);
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// dV_view = floor(dV_view/1000)*1000;
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startOffset = dV_view*dither;
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vec3 camPos = ((cameraPosition*flipClouds)-height)*Cloud_Size;
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vec3 progress_view = startOffset + camPos + dV_view*(cloud_height-camPos.y)/dV_view.y;
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// progress_view = floor
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float shadowStep = 200.;
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vec3 dV_Sun = flipClouds * normalize(mat3(gbufferModelViewInverse)*sunVec)*shadowStep;
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float mult = length(dV_view);
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float SdotV = dot(sunVec,normalize(fragpositi));
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float spinX = sin(frameTimeCounter *3.14);
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float spinZ = sin(1.57 + frameTimeCounter*3.14);
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float SdotV_custom = dot(mat3(gbufferModelView) * normalize(vec3(0,0.1,0)),normalize(fragpositi));
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float phaseLightning = phaseg(SdotV_custom, 0.7);
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// direct light colors and shit for clouds
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// multiply everything by ~pi just for good luck :D
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// float mieDayMulti = phaseg(SdotV, 0.35)*3.14;
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// float mieDay = mix(phaseg(SdotV,0.75), mieDayMulti,0.8)*3.14;
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float mieDayMulti = phaseg(SdotV, 0.35);
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float mieDay = (phaseg(SdotV,0.75) + mieDayMulti)*2.0;
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float mieNightMulti = phaseg(-SdotV, 0.35)*3.14;
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float mieNight = mix(phaseg(-SdotV,0.9), mieNightMulti,0.5)*3.14;
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vec3 sunContribution = mieDay*sunColor*3.14;
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vec3 sunContributionMulti = mieDayMulti*sunColor*3.14;
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vec3 moonContribution = mieNight*moonColor*3.14;
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vec3 moonContributionMulti = mieNightMulti*moonColor*3.14;
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float ambientMult = 1.0;
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vec3 skyCol0 = (avgAmbient * ambientMult) ;
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vec3 progress_view_high = progress_view + (20000.0-progress_view.y) * dV_view / dV_view.y;
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float muEshD_high = 0.0;
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float muEshN_high = 0.0;
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float cirrusShadowStep = 7.;
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float cirrusDensity = 0.03;
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// progress_view = floor(progress_view/512)*512;
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float cloud = 0.0;
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for(int i=0;i<maxIT_clouds;i++) {
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#ifdef Cumulus_Clouds
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cloud = getCloudDensity(progress_view, cloudLoD);
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#endif
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// float basefade = clamp( (progress_view.y - 1750 ) / 1750 ,0.0,1.0) ;
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float basefade = clamp( (progress_view.y - (maxHeight+cloud_height)*0.25) / ((maxHeight+cloud_height)*0.5) ,0.0,1.0) ;
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// float basefade = clamp( exp( (progress_view.y - (maxHeight+cloud_height)*0.5 ) / 5/00) ,0.0,1.0) ;
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float densityofclouds = basefade*cloudDensity ;
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if(cloud >= 0.0){
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float muS = cloud*densityofclouds;
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float muE = cloud*densityofclouds;
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float muEshD = 0.0;
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if (sunContribution.g > 1e-5){
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for (int j=0; j < self_shadow_samples; j++){
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float sample = j+dither2;
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#ifdef Cumulus_Clouds
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// low altitude clouds shadows
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vec3 shadowSamplePos = progress_view + dV_Sun * (sample + sample*2.0);
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if (shadowSamplePos.y < maxHeight){
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float cloudS = getCloudDensity(vec3(shadowSamplePos), cloudShadowLoD);
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muEshD += cloudS*cloudDensity*shadowStep;
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}
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#endif
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#ifdef High_Altitude_Clouds
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// high altitude clouds shadows
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vec3 shadowSamplePos_high = progress_view_high + dV_Sun * (sample + sample*2.0);
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float highAlt_cloudS = HighAltitudeClouds(shadowSamplePos_high);
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muEshD_high += highAlt_cloudS*cirrusDensity*cirrusShadowStep;
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#endif
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}
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}
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float muEshN = 0.0;
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if (moonContribution.g > 1e-5){
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for (int j=0; j<self_shadow_samples; j++){
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float sample = j+dither2;
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#ifdef Cumulus_Clouds
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// low altitude clouds shadows
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vec3 shadowSamplePos = progress_view - dV_Sun * (sample + sample*2.0);
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if (shadowSamplePos.y < maxHeight){
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float cloudS = getCloudDensity(vec3(shadowSamplePos), cloudShadowLoD);
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muEshN += cloudS*cloudDensity*shadowStep;
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}
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#endif
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#ifdef High_Altitude_Clouds
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// high altitude clouds shadows
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vec3 shadowSamplePos_high = progress_view_high - dV_Sun * (sample + sample*2.0);
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float highAlt_cloudS = HighAltitudeClouds(shadowSamplePos_high);
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muEshN_high += highAlt_cloudS*cirrusDensity*cirrusShadowStep;
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#endif
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}
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}
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#ifdef Cumulus_Clouds
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// clamp(abs(dV_Sun.y)/150.0,0.5,1.0)
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float muEshA = cloud*cloudDensity ;
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vec3 S = Cloud_lighting(progress_view, muE, muEshA, muEshD, muEshN, skyCol0 * max(abs(dV_Sun.y)/150.0,0.5), sunContribution, sunContributionMulti, moonContribution, moonContributionMulti, 0);
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// float bottom = clamp( (progress_view.y-3250.*0.6) / 1000. ,0.0,1.0) ;
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// float location = bottom * (muEshA*5000) * pow(phaseLightning,1.5);
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// vec3 lightningLighting = lightningFlash * vec3(0.5,0.75,1) * location * max(dV_Sun.y,1.);
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// S += lightningLighting ;
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muS*Sint*total_extinction,0.0);
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total_extinction *= max(exp(-muE*mult),0);
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if (total_extinction < 1e-5) break;
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#endif
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}
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progress_view += dV_view;
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}
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// do this aftewards because stinky
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#ifdef High_Altitude_Clouds
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float cirrus = HighAltitudeClouds(progress_view_high);
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if (cirrus >= 0.0){
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float muS = cirrus*cirrusDensity;
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float muE = cirrus*cirrusDensity;
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float muEshA_high = cirrus*cirrusDensity;
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vec3 S = Cloud_lighting(progress_view, muE, muEshA_high, muEshD_high, muEshN_high, skyCol0 * max(abs(dV_Sun.y)/150.0,0.5) , sunContribution, sunContributionMulti, moonContribution, moonContributionMulti, 1);
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muS*Sint*total_extinction,0.0);
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total_extinction *= max(exp(-muE*mult),0);
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}
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#endif
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vec3 normView = normalize(dV_view2)*flipClouds;
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// Assume fog color = sky gradient at long distance
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vec3 fogColor = skyFromTex(normView, colortex4)/150.;
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float dist = (cloud_height - (cameraPosition.y))/normalize(dV_view2).y;
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float fog = exp(-dist/15000.0*(1.0+rainCloudwetness*8.));
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return mix(vec4(fogColor,0.0), vec4(color,total_extinction), fog);
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// return vec4(color,total_extinction);
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}
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