Bliss-Shader/shaders/lib/volumetricClouds.glsl

403 lines
12 KiB
GLSL

#ifdef HQ_CLOUDS
int maxIT_clouds = minRayMarchSteps;
int maxIT = maxRayMarchSteps;
#else
int maxIT_clouds = minRayMarchStepsLQ;
int maxIT = maxRayMarchStepsLQ;
#endif
#ifdef HQ_CLOUDS
const int cloudLoD = cloud_LevelOfDetail;
const int cloudShadowLoD = cloud_ShadowLevelOfDetail;
#else
const int cloudLoD = cloud_LevelOfDetailLQ;
const int cloudShadowLoD = cloud_ShadowLevelOfDetailLQ;
#endif
uniform float viewHeight;
uniform float viewWidth;
uniform sampler2D colortex4;//Skybox
#define WEATHERCLOUDS
#include "/lib/climate_settings.glsl"
float CumulusHeight = Cumulus_height;
float MaxCumulusHeight = CumulusHeight + 100;
float AltostratusHeight = 2000;
float rainCloudwetness = rainStrength;
float cloud_movement = frameTimeCounter * Cloud_Speed;
//3D noise from 2d texture
float densityAtPos(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
//The y channel has an offset to avoid using two textures fetches
vec2 xy = texture2D(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
}
float cloudCov(in vec3 pos,vec3 samplePos){
float CloudLarge = texture2D(noisetex, (samplePos.xz + cloud_movement) / 5000 ).b;
float CloudSmall = texture2D(noisetex, (samplePos.xz - cloud_movement) / 500 ).r;
float Topshape = max(pos.y - (MaxCumulusHeight - 75), 0.0) / 200;
Topshape += max(exp((pos.y - MaxCumulusHeight) / 10.0 ), 0.0) ;
float coverage = abs(pow(CloudLarge,1)*2.0 - 1.2)*0.5 - (1.0-CloudSmall);
float FinalShape = DailyWeather_Cumulus(coverage) - Topshape;
// cap the top and bottom for reasons
float capbase = sqrt(max((CumulusHeight+12.5) - pos.y, 0.0)/50) ;
float captop = max(pos.y - MaxCumulusHeight, 0.0);
FinalShape = max(FinalShape - capbase - captop, 0.0);
return FinalShape;
}
//Erode cloud with 3d Perlin-worley noise, actual cloud value
float cloudVol(in vec3 pos,in vec3 samplePos,in float cov, in int LoD){
float noise = 0.0 ;
float totalWeights = 0.0;
float pw = log(fbmPower1);
float pw2 = log(fbmPower2);
samplePos.xz -= cloud_movement/4;
samplePos.xz += pow( max(pos.y - (CumulusHeight+20), 0.0) / 20.0,1.50);
noise += 1.0-densityAtPos(samplePos * 200.) ;
float smallnoise = densityAtPos(samplePos * 600.);
if (LoD > 0) noise += ((1-smallnoise) - max(0.15 - abs(smallnoise * 2.0 - 0.55) * 0.5,0.0)*1.5) * 0.5;
noise *= 1.0-cov;
noise = noise*noise;
float cloud = max(cov - noise*noise*fbmAmount,0.0);
return cloud;
}
float GetCumulusDensity(in vec3 pos, in int LoD){
vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4;
float coverageSP = cloudCov(pos,samplePos);
if (coverageSP > 0.001) {
if (LoD < 0) return max(coverageSP - 0.27*fbmAmount,0.0);
return cloudVol(pos,samplePos,coverageSP,LoD);
} else return 0.0;
}
float GetAltostratusDensity(vec3 pos){
float large = texture2D(noisetex, (pos.xz + cloud_movement)/100000. ).b;
float small = texture2D(noisetex, (pos.xz - cloud_movement)/10000. - vec2(-large,1-large)/5).b;
float shape = (small + pow((1.0-large),2.0))/2.0;
float Coverage; float Density;
DailyWeather_Alto(Coverage,Density);
shape = pow(max(shape + Coverage - 0.5,0.0),2.0);
shape *= Density;
return shape;
}
// random magic number bullshit go!
vec3 Cloud_lighting(
float CloudShape,
float SkyShadowing,
float SunShadowing,
float MoonShadowing,
vec3 SkyColors,
vec3 sunContribution,
vec3 sunContributionMulti,
vec3 moonContribution,
float AmbientShadow,
int cloudType,
vec3 pos
){
float coeeff = -30;
// float powder = 1.0 - exp((CloudShape*CloudShape) * -800);
float powder = 1.0 - exp(CloudShape * coeeff/3);
float lesspowder = powder*0.4+0.6;
vec3 skyLighting = SkyColors;
#ifdef Altostratus
float Coverage; float Density;
DailyWeather_Alto(Coverage,Density);
skyLighting += sunContributionMulti * exp(SunShadowing * -3) * clamp(Coverage * (1-Density),0,1);
// skyLighting += (sunContributionMulti * 5.0 * exp(SunShadowing * -3)) * exp(altoShadow * -0.1);
#endif
skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/2 ) * lesspowder ;
if(cloudType == 1){
coeeff = -10;
skyLighting = SkyColors * exp(SkyShadowing * coeeff/15) * lesspowder;
}
vec3 sunLighting = exp(SunShadowing * coeeff + powder) * sunContribution;
sunLighting += exp(SunShadowing * coeeff/4 + powder*2) * sunContributionMulti;
vec3 moonLighting = exp(MoonShadowing * coeeff / 3) * moonContribution * powder;
return skyLighting + moonLighting + sunLighting ;
// return skyLighting;
}
//Mie phase function
float phaseg(float x, float g){
float gg = g * g;
return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14;
}
float CustomPhase(float LightPos, float S_1, float S_2){
float SCALE = S_2; // remember the epislons 0.001 is fine.
float N = S_1;
float N2 = N / SCALE;
float R = 1;
float A = pow(1.0 - pow(max(R-LightPos,0.0), N2 ),N);
return A;
}
float PhaseHG(float cosTheta, float g) {
float denom = 1 + g * g + 2 * g * cosTheta;
const float Inv4Pi = 0.07957747154594766788;
return Inv4Pi * (1 - g * g) / (denom * sqrt(denom));
}
vec4 renderClouds(
vec3 FragPosition,
vec2 Dither,
vec3 SunColor,
vec3 MoonColor,
vec3 SkyColor
){
#ifndef VOLUMETRIC_CLOUDS
return vec4(0.0,0.0,0.0,1.0);
#endif
float total_extinction = 1.0;
vec3 color = vec3(0.0);
//project pixel position into projected shadowmap space
vec4 fragpos = normalize(gbufferModelViewInverse*vec4(FragPosition,1.0));
maxIT_clouds = int(clamp( maxIT_clouds / sqrt(exp2(fragpos.y)),0.0, maxIT));
vec3 dV_view = normalize(fragpos.xyz);
dV_view.y += 0.05;
vec3 dV_view2 = dV_view;
float mult2 = length(dV_view2);
//setup ray to start at the start of the cloud plane and end at the end of the cloud plane
dV_view *= max(MaxCumulusHeight - CumulusHeight, 0.0)/abs(dV_view.y)/maxIT_clouds;
float mult = length(dV_view);
// i want the samples to stay at one point in the world, but as the height coordinates go negative everything goes insideout, so this is a work around....
float startFlip = mix(max(cameraPosition.y - MaxCumulusHeight,0.0), max(CumulusHeight-cameraPosition.y,0), clamp(dV_view.y,0,1));
// vec3 progress_view = dV_view*Dither.x + cameraPosition + (dV_view/abs(dV_view.y))*startFlip;
vec3 progress_view = dV_view*Dither.x + cameraPosition + (dV_view/abs(dV_view.y))*startFlip;
// thank you emin for this world interseciton thing
// float lViewPosM = length(FragPosition) < far * 1.5 ? length(FragPosition) - 1.0 : 1000000000.0;
// bool IntersecTerrain = false;
////// lighitng stuff
float shadowStep = 200.;
vec3 dV_Sun = normalize(mat3(gbufferModelViewInverse)*sunVec)*shadowStep;
vec3 dV_Sun_small = dV_Sun/shadowStep;
float SdotV = dot(sunVec,normalize(FragPosition));
SkyColor *= clamp(abs(dV_Sun.y)/100.,0.75,1.0);
SunColor = SunColor * clamp(dV_Sun.y ,0.0,1.0);
MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
float mieDay = phaseg(SdotV, 0.75) * 2;
float mieDayMulti = phaseg(SdotV, 0.35) * 2;
vec3 sunContribution = SunColor * mieDay;
vec3 sunContributionMulti = SunColor * mieDayMulti ;
float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4) * 6.0;
vec3 moonContribution = MoonColor * mieNight;
#ifdef Cumulus
for(int i=0;i<maxIT_clouds;i++) {
// IntersecTerrain = length(progress_view - cameraPosition) > lViewPosM;
// if(IntersecTerrain) break;
float cumulus = GetCumulusDensity(progress_view, cloudLoD);
float alteredDensity = Cumulus_density * clamp(exp( (progress_view.y - (MaxCumulusHeight - 75)) / 9.0 ),0.0,1.0);
if(cumulus > 1e-5){
float muE = cumulus*alteredDensity;
float Sunlight = 0.0;
float MoonLight = 0.0;
for (int j=0; j < 3; j++){
vec3 shadowSamplePos = progress_view + (dV_Sun * 0.15) * (1 + Dither.y/2 + j);
float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
Sunlight += shadow / (1 + j);
MoonLight += shadow;
}
#ifdef Altostratus
// cast a shadow from higher clouds onto lower clouds
vec3 HighAlt_shadowPos = progress_view + dV_Sun/abs(dV_Sun.y) * max(AltostratusHeight - progress_view.y,0.0);
float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos);
Sunlight += HighAlt_shadow;
#endif
float phase = PhaseHG(-SdotV, (1.0-cumulus));
float ambientlightshadow = 1.0-clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0);
vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view);
vec3 Sint = (S - S * exp(-mult*muE)) / muE;
color += max(muE*Sint*total_extinction,0.0);
total_extinction *= max(exp(-mult*muE),0.0);
if (total_extinction < 1e-5) break;
}
progress_view += dV_view;
}
#endif
#ifdef Altostratus
if (max(AltostratusHeight-cameraPosition.y,0.0)/max(normalize(dV_view).y,0.0) / 100000.0 < AltostratusHeight) {
vec3 progress_view_high = dV_view2 + cameraPosition + dV_view2/dV_view2.y * max(AltostratusHeight-cameraPosition.y,0.0);
float altostratus = GetAltostratusDensity(progress_view_high);
float Sunlight = 0.0;
float MoonLight = 0.0;
if(altostratus > 1e-5){
for (int j = 0; j < 2; j++){
vec3 shadowSamplePos_high = progress_view_high + dV_Sun * float(j+Dither.y);
float shadow = GetAltostratusDensity(shadowSamplePos_high);
Sunlight += shadow;
}
vec3 S = Cloud_lighting(altostratus, altostratus, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, 1, 1, progress_view_high);
vec3 Sint = (S - S * exp(-20*altostratus)) / altostratus;
color += max(altostratus*Sint*total_extinction,0.0);
total_extinction *= max(exp(-20*altostratus),0.0);
}
}
#endif
vec3 normView = normalize(dV_view);
// Assume fog color = sky gradient at long distance
vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0;
float dist = max(cameraPosition.y+CumulusHeight,abs(CumulusHeight))/abs(normView.y);
float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.));
// if(IntersecTerrain) fog = 1.0;
return mix(vec4(fogColor,0.0), vec4(color,total_extinction), fog);
// return vec4(color,total_extinction);
}
float GetCloudShadow(vec3 eyePlayerPos){
vec3 playerPos = eyePlayerPos + cameraPosition;
playerPos.y += 0.05;
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 Cumulus
vec3 lowShadowStart = playerPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight - 70) - playerPos.y,0.0) ;
shadow += GetCumulusDensity(lowShadowStart,1)*Cumulus_density;
#endif
#ifdef Altostratus
vec3 highShadowStart = playerPos + WsunVec/abs(WsunVec.y) * max(AltostratusHeight - playerPos.y,0.0);
shadow += GetAltostratusDensity(highShadowStart);
#endif
shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
shadow = clamp(exp(-shadow*20.0),0.0,1.0);
return shadow;
}
float GetCloudShadow_VLFOG(vec3 WorldPos){
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 Cumulus
vec3 lowShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight - 70) - WorldPos.y,0.0) ;
shadow += GetCumulusDensity(lowShadowStart,0)*Cumulus_density;
#endif
#ifdef Altostratus
vec3 highShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max(AltostratusHeight - WorldPos.y,0.0);
shadow += GetAltostratusDensity(highShadowStart);
#endif
// shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
shadow = clamp(exp(-shadow*15.0),0.0,1.0);
// do not allow it to exist above the lowest cloud plane
shadow *= clamp(((MaxCumulusHeight + CumulusHeight)*0.435 - WorldPos.y)/100,0.0,1.0) ;
return shadow;
}
float GetAltoOcclusion(vec3 eyePlayerPos){
vec3 playerPos = eyePlayerPos + cameraPosition;
playerPos.y += 0.05;
float shadow = 0.0;
vec3 lowShadowStart = playerPos + normalize(vec3(0,1,0)) * max((MaxCumulusHeight - 70) - playerPos.y,0.0) ;
shadow = GetCumulusDensity(lowShadowStart,0) * cloudDensity;
shadow = clamp(exp(shadow * -1),0.0,1.0);
return shadow;
}