Merge pull request #6 from X0nk/unstable-development

Unstable development
This commit is contained in:
Merlin1809 authored and GitHub committed 2025-04-17 11:33:26 +02:00
commit 7a5fbdb6c3
3 files changed
+34 -42

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+12 -5
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@@ -294,15 +294,18 @@ void main() {
/////// ----- SSS ON BLOCKS ----- ///////
// strong
if (
mc_Entity.x == BLOCK_GROUND_WAVING || mc_Entity.x == BLOCK_GROUND_WAVING_VERTICAL || mc_Entity.x == BLOCK_AIR_WAVING ||
mc_Entity.x == BLOCK_GRASS_SHORT || mc_Entity.x == BLOCK_GRASS_TALL_UPPER || mc_Entity.x == BLOCK_GRASS_TALL_LOWER ||
mc_Entity.x == BLOCK_SSS_STRONG || mc_Entity.x == BLOCK_SAPLING
/*|| (mc_Entity.x >= 410 && mc_Entity.x <= 415) || (mc_Entity.x >= 402 && mc_Entity.x <= 405) THIS IS FOR MCME NEW TREES.*/
mc_Entity.x == BLOCK_SSS_STRONG || mc_Entity.x == BLOCK_SAPLING || mc_Entity.x == BLOCK_AIR_WAVING
) {
SSSAMOUNT = 1.0;
}
// medium
if (
mc_Entity.x == BLOCK_GROUND_WAVING || mc_Entity.x == BLOCK_GROUND_WAVING_VERTICAL
|| mc_Entity.x == BLOCK_GRASS_SHORT || mc_Entity.x == BLOCK_GRASS_TALL_UPPER || mc_Entity.x == BLOCK_GRASS_TALL_LOWER
) {
SSSAMOUNT = 0.5;
}
if (
mc_Entity.x == BLOCK_SSS_WEAK || mc_Entity.x == BLOCK_SSS_WEAK_2 ||
mc_Entity.x == BLOCK_GLOW_LICHEN || mc_Entity.x == BLOCK_SNOW_LAYERS || mc_Entity.x == BLOCK_CARPET ||
@@ -314,7 +317,11 @@ void main() {
// low
#ifdef MISC_BLOCK_SSS
if(mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS) SSSAMOUNT = 0.4;
if(
mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS
){
SSSAMOUNT = 0.5;
}
#endif
#ifdef ENTITIES
+7 -1
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@@ -648,7 +648,13 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa
vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -20.0 * sss_absorbance_multiplier);
vec3 scatter = scatterDepth * mix(absorbColor, vec3(1.0), scatterDepth) * pow(Density, LabSSS_Curve);//* (1-min(max((1-Density)-0.9, 0.0)/(1.0-0.9),1.0));
vec3 scatter = scatterDepth * mix(absorbColor, vec3(1.0), scatterDepth);
#if SSS_TYPE == 3
scatter *= pow(Density, LabSSS_Curve);
#else
if(Density < 0.01) scatter = vec3(0.0);
#endif
scatter *= 1.0 + CustomPhase(lightPos)*6.0; // ~10x brighter at the peak
+15 -36
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@@ -194,7 +194,7 @@ float getCloudScattering(
// float fadeddensity = density * pow(clamp((shadowRayPosition.y - minHeight)/(max(maxHeight-minHeight,1.0)*0.25),0.0,1.0),2.0);
shadow += getCloudShape(LayerIndex, LOD, shadowRayPosition, minHeight, maxHeight) * density;
shadow += getCloudShape(LayerIndex, LOD, shadowRayPosition, minHeight, maxHeight) * density;
}
return shadow;
@@ -209,15 +209,13 @@ vec3 getCloudLighting(
vec3 directLightCol_multi,
float indirectShadowMask,
vec3 indirectLightCol,
float distanceFade
vec3 indirectLightCol
){
float powderEffect = 1.0 - exp(-3.0*shapeFaded);
vec3 directScattering = directLightCol * exp(-10.0*sunShadowMask) + directLightCol_multi * exp(-3.0*(sunShadowMask - (1.0-indirectShadowMask*indirectShadowMask)*0.5)) * powderEffect;
vec3 indirectScattering = indirectLightCol * mix(1.0, exp2(-5.0*shape), (indirectShadowMask*indirectShadowMask) * distanceFade);
float powderEffect = 1.0-exp(-10.0*shapeFaded); powderEffect *= powderEffect; powderEffect *= 2.0;
vec3 directScattering = directLightCol_multi * powderEffect * exp(-3.0*sunShadowMask) + directLightCol * exp(-10.0*sunShadowMask);
vec3 indirectScattering = indirectLightCol * mix(1.0, exp2(-5.0*shape), indirectShadowMask*indirectShadowMask);
// return indirectScattering;
// return directScattering;
return indirectScattering + directScattering;
@@ -239,7 +237,6 @@ vec4 raymarchCloud(
vec3 sunScattering,
vec3 sunMultiScattering,
vec3 skyScattering,
float distanceFade,
float referenceDistance,
vec3 sampledSkyCol,
@@ -291,7 +288,7 @@ vec4 raymarchCloud(
float sunShadowMask = (shapeWithDensity + getCloudScattering(LayerIndex, rayPosition, sunVector, dither, minHeight, maxHeight, density)) * (1.0-abs(WsunVec.y));
float indirectShadowMask = 0.5;
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensity, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering, distanceFade);
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensity, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering);
vec3 newPos = rayPosition - cameraPosition;
newPos.xz /= max(newPos.y,0.0)*0.0025 + 1.0;
@@ -322,8 +319,6 @@ vec4 raymarchCloud(
float upperLayerOcclusion = getCloudShape(LARGECUMULUS_LAYER, 0, rayPosition + vec3(0.0,1.0,0.0) * max((CloudLayer1_height+20) - rayPosition.y,0.0), CloudLayer1_height, CloudLayer1_height+100.0);
skylightOcclusion = mix(mix(0.0,0.2,parameters.largeCumulus.y), 1.0, pow(1.0 - upperLayerOcclusion*parameters.largeCumulus.y,2));
}
skylightOcclusion = mix(1.0, skylightOcclusion, distanceFade);
#endif
@@ -352,6 +347,7 @@ vec4 raymarchCloud(
// can add the initial cloud shape sample for a free shadow starting step :D
float indirectShadowMask = 1.0 - min(max(rayPosition.y - minHeight,0.0) / max(maxHeight-minHeight,1.0), 1.0);
float sunShadowMask = shapeWithDensity + getCloudScattering(LayerIndex, rayPosition, sunVector, dither, minHeight, maxHeight, density);
// do cloud shadows from one layer to another
@@ -368,13 +364,13 @@ vec4 raymarchCloud(
sunShadowMask += getCloudShape(ALTOSTRATUS_LAYER, 0, shadowStartPos, CloudLayer2_height, CloudLayer2_height) * parameters.altostratus.y * (1.0-abs(sunVector.y));
#endif
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensityFaded, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering * skylightOcclusion, distanceFade);
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensityFaded, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering * skylightOcclusion);
vec3 newPos = rayPosition - cameraPosition;
newPos.xz /= max(newPos.y,0.0)*0.0025 + 1.0;
newPos.y = min(newPos.y,0.0);
float distancefog = exp(-0.00025*length(newPos));
float distancefog = exp(-0.00035*length(newPos));
vec3 atmosphereHaze = (sampledSkyCol - sampledSkyCol * distancefog);
lighting = lighting * distancefog + atmosphereHaze;
@@ -505,32 +501,15 @@ vec4 GetVolumetricClouds(
///------- do color stuff outside of the raymarcher loop
vec3 sunScattering = directLightCol * (phaseCloud(SdotV, 0.85) + phaseCloud(SdotV, 0.75)) * 3.14;
vec3 sunMultiScattering = directLightCol * 0.8;// * (phaseCloud(SdotV, 0.35) + phaseCloud(-SdotV, 0.35) * 0.5) * 6.28;
vec3 skyScattering = indirectLightCol;
vec3 distanceEstimation = normalize(NormPlayerPos.xyz * (cloudheight/abs(NormPlayerPos.y)/samples));
// terrible fake rayleigh scattering
// vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5)*3.0;
// vec3 rayleighScatter = exp(-10000.0 * rC * exp(abs(distanceEstimation.y) * -5.0));
// sunMultiScattering *= rayleighScatter;
// sunScattering *= rayleighScatter;
float distanceFade = 1.0 - clamp(exp2(pow(abs(distanceEstimation.y),1.5) * -100.0),0.0,1.0)*heightRelativeToClouds;
distanceFade = 1.0;
// - pow(1.0-clamp(signedSunVec.y,0.0,1.0),5.0)
skyScattering *= 2.0;
// sunScattering *= distanceFade;
// sunMultiScattering *= distanceFade;
vec3 sunMultiScattering = directLightCol;
vec3 skyScattering = indirectLightCol * 2.0;
////------- RENDER SMALL CUMULUS CLOUDS
vec4 smallCumulusClouds = cloudColor;
vec2 cloudLayer0_Distance = vec2(startDistance, 1.0);
#ifdef CloudLayer0
smallCumulusClouds = raymarchCloud(SMALLCUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, distanceFade, lViewPosM, sampledSkyCol, cloudLayer0_Distance);
smallCumulusClouds = raymarchCloud(SMALLCUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, lViewPosM, sampledSkyCol, cloudLayer0_Distance);
#endif
////------- RENDER LARGE CUMULUS CLOUDS
@@ -546,7 +525,7 @@ vec4 GetVolumetricClouds(
rayPosition = getRayOrigin(rayDirection, cameraPosition, dither.y, minHeight, maxHeight);
vec2 cloudLayer1_Distance = vec2(startDistance, 1.0);
if(smallCumulusClouds.a > 1e-5) largeCumulusClouds = raymarchCloud(LARGECUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, distanceFade, lViewPosM, sampledSkyCol, cloudLayer1_Distance);
if(smallCumulusClouds.a > 1e-5) largeCumulusClouds = raymarchCloud(LARGECUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, lViewPosM, sampledSkyCol, cloudLayer1_Distance);
#endif
////------- RENDER ALTOSTRATUS CLOUDS
@@ -562,7 +541,7 @@ vec4 GetVolumetricClouds(
rayPosition = getRayOrigin(rayDirection, cameraPosition, dither.y, minHeight, maxHeight);
vec2 cloudLayer2_Distance = vec2(startDistance, 1.0);
if(smallCumulusClouds.a > 1e-5 || largeCumulusClouds.a > 1e-5) altoStratusClouds = raymarchCloud(ALTOSTRATUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, distanceFade, lViewPosM, sampledSkyCol, cloudLayer2_Distance);
if(smallCumulusClouds.a > 1e-5 || largeCumulusClouds.a > 1e-5) altoStratusClouds = raymarchCloud(ALTOSTRATUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, lViewPosM, sampledSkyCol, cloudLayer2_Distance);
#endif
////------- BLEND LAYERS