Bliss-Shader/shaders/lib/nether_fog.glsl

113 lines
3.5 KiB
GLSL

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){
vec3 samplePos = pos*vec3(1.0,1./48.,1.0);
float Wind = pow(max(pos.y-30,0.0) / 15.0,2.1);
float Plumes = texture2D(noisetex, (samplePos.xz + Wind)/256.0).b;
float floorPlumes = clamp(0.3 - exp(Plumes * -6),0,1);
Plumes *= Plumes;
float Erosion = densityAtPosFog(samplePos * 400 - frameTimeCounter*10 - Wind*10) *0.7+0.3 ;
float RoofToFloorDensityFalloff = exp(max(100-pos.y,0.0) / -15);
float FloorDensityFalloff = pow(exp(max(pos.y-31,0.0) / -3.0),2);
float RoofDensityFalloff = exp(max(120-pos.y,0.0) / -10);
float Output = max((RoofToFloorDensityFalloff - Plumes * (1.0-Erosion)) * 2.0, clamp((FloorDensityFalloff - floorPlumes*0.5) * Erosion ,0.0,1.0) );
return Output;
}
vec4 GetVolumetricFog(
vec3 viewPosition,
float dither,
float dither2
){
#ifndef TOGGLE_VL_FOG
return vec4(0.0,0.0,0.0,1.0);
#endif
/// ------------- RAYMARCHING STUFF ------------- \\\
int SAMPLECOUNT = 10;
vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz;
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
vec3 progressW = vec3(0.0);
float maxLength = min(length(dVWorld), far)/length(dVWorld);
dVWorld *= maxLength;
float dL = length(dVWorld);
float expFactor = 11.0;
/// ------------- COLOR/LIGHTING STUFF ------------- \\\
vec3 color = vec3(0.0);
float absorbance = 1.0;
vec3 hazeColor = normalize(gl_Fog.color.rgb);
#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) / 5.0;
#endif
for (int i = 0; i < SAMPLECOUNT; i++) {
float d = (pow(expFactor, float(i+dither)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
float densityVol = cloudVol(progressW);
//------ PLUME EFFECT
float plumeDensity = min(densityVol * pow(min(max(100.0-progressW.y,0.0)/30.0,1.0),4.0), pow(clamp(1.0 - length(progressW-cameraPosition)/far,0.0,1.0),5.0) * NETHER_PLUME_DENSITY);
float plumeVolumeCoeff = exp(-plumeDensity*dd*dL);
vec3 lighting = vec3(1.0,0.4,0.2) * exp(-15.0*densityVol);
color += (lighting - lighting * plumeVolumeCoeff) * absorbance;
absorbance *= plumeVolumeCoeff;
//------ HAZE EFFECT
// dont make haze contrube to absorbance.
float hazeDensity = 0.001;
float hazeVolumeCoeff = exp(-hazeDensity*dd*dL);
vec3 hazeLighting = hazeColor;
color += (hazeLighting - hazeLighting*hazeVolumeCoeff) * absorbance;
//------ CEILING SMOKE EFFECT
float ceilingSmokeDensity = 0.001 * pow(min(max(progressW.y-40.0,0.0)/50.0,1.0),3.0);
float ceilingSmokeVolumeCoeff = exp(-ceilingSmokeDensity*dd*dL);
vec3 ceilingSmoke = vec3(1.0);
color += (ceilingSmoke - ceilingSmoke*ceilingSmokeVolumeCoeff) * (absorbance*0.5+0.5);
absorbance *= ceilingSmokeVolumeCoeff;
//------ LPV FOG EFFECT
#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * TorchBrightness_autoAdjust * absorbance;
#endif
}
return vec4(color, absorbance);
}