Files
Eclipse-Shader/shaders/lib/overworld_fog.glsl
T

276 lines
9.6 KiB
GLSL

uniform float noPuddleAreas;
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 = texture(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
}
float cloudVol(in vec3 pos, float maxDistance ){
float fogYstart = FOG_START_HEIGHT + 3.0;
vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
float uniformFog = 0.0;
float low_gradientFog = exp2(-0.15 * max(pos.y - fogYstart,0.0));
float medium_gradientFog = exp2(-0.06 * max(pos.y - fogYstart,0.0));
float high_gradientFog = exp2(-0.001 * max(pos.y - fogYstart,0.0));
float fog_shape = 0.0;
float fog_erosion = 0.0;
if(sandStorm < 1.0 && snowStorm < 1.0){
fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0);
fog_erosion = 1.0 - densityAtPosFog(samplePos2 * 200.0 - vec3(min(max(fog_shape - 0.6 ,0.0) * 2.0 ,1.0)*200.0));
}
float cloudyFog = max(min(max(fog_shape - 0.6 ,0.0) * 2.0 ,1.0) - fog_erosion * 0.4 , 0.0) * exp(-0.05 * max(pos.y - (fogYstart+20),0.0));
float rainyFog = (high_gradientFog * 0.0085 + medium_gradientFog) * rainStrength * noPuddleAreas * (1.0 + thunderStrength) * RainFog_amount;
#ifdef PER_BIOME_ENVIRONMENT
rainyFog += high_gradientFog * isPaleGarden * PALE_GARDEN_UNIFORM_DENSITY;
#endif
if(sandStorm > 0.0 || snowStorm > 0.0){
float IntenseFogs = pow(1.0 - densityAtPosFog( (samplePos2 - vec3(frameTimeCounter,0,frameTimeCounter)*15.0) * 100.0),2.0) * mix(1.0, medium_gradientFog, snowStorm);
cloudyFog = mix(cloudyFog, IntenseFogs, sandStorm+snowStorm);
low_gradientFog = mix(low_gradientFog, 1.0, sandStorm+snowStorm);
}
FogDensities(low_gradientFog, cloudyFog, maxDistance, SC_fog.x, SC_fog.y);
return uniformFog + low_gradientFog + cloudyFog + rainyFog;
}
float phaseRayleigh(float cosTheta) {
const float oneOverPi = 1.0 / acos(-1.0);
const vec2 mul_add = vec2(0.1, 0.28) * oneOverPi;
return cosTheta * mul_add.x + mul_add.y; // optimized version from [Elek09], divided by 4 pi for energy conservation
}
float fogPhase(float lightPoint){
float linear = clamp(-lightPoint*0.5+0.5,0.001,1.0);
float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
exponential += sqrt(exp2(sqrt(linear) * -12.5));
// float exponential = 1.0 / (linear * 10.0 + 0.05);
return exponential;
}
uniform ivec2 eyeBrightness;
vec4 GetVolumetricFog(
in vec3 viewPosition,
in vec3 sunVector,
in vec2 dither,
in vec3 LightColor,
in vec3 AmbientColor,
in vec3 AveragedAmbientColor,
in float cloudPlaneDistance
){
#ifndef TOGGLE_VL_FOG
return vec4(0.0,0.0,0.0,1.0);
#endif
int SAMPLECOUNT = VL_SAMPLES;
//project pixel position into projected shadowmap space
vec3 dVWorld = mat3(gbufferModelViewInverse) * viewPosition;
vec3 playerPos = dVWorld + gbufferModelViewInverse[3].xyz;
// vec3 rayStartPos = playerPos - gbufferModelViewInverse[3].xyz;
#ifdef CUSTOM_MOON_ROTATION
vec3 fragposition = mat3(customShadowMatrixSSBO) * playerPos + customShadowMatrixSSBO[3].xyz;
#else
vec3 fragposition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
#endif
fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
//project view origin into projected shadowmap space
vec3 start = toShadowSpaceProjected(vec3(0.0));
//rayvector into projected shadow map space
//we can use a projected vector because its orthographic projection
//however we still have to send it to curved shadow map space every step
vec3 dV = fragposition - start;
vec3 rayDir = normalize(playerPos);
float rayLength = length(dVWorld);
#if defined DISTANT_HORIZONS || defined VOXY
float maxLength = min(min(rayLength, cloudPlaneDistance), max(far, dhVoxyRenderDistance))/rayLength;
// float maxLength = min(length(dVWorld), max(far, dhVoxyRenderDistance))/length(dVWorld);
#else
float maxLength = min(min(rayLength, cloudPlaneDistance), far)/rayLength;
#endif
dV *= maxLength;
dVWorld *= maxLength;
float dL = length(dVWorld)/8.0;
const float expFactor = 11.0;
/// ------------- COLOR/LIGHTING STUFF ------------- \\\
vec3 color = vec3(0.0);
vec3 finalAbsorbance = vec3(1.0);
float totalAbsorbance = 1.0;
// float fogAbsorbance = 1.0;
// float atmosphereAbsorbance = 1.0;
vec3 atmosphereAbsorbance = vec3(1.0);
float SdotV = dot(sunVector, rayDir);
///// ----- fog lighting
//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
float sunPhase = fogPhase(SdotV)*5.0;
float skyPhase = 0.5 + pow(1.0-pow(1.0-clamp(rayDir.y*0.5+0.5,0.0,1.0),2.0),5.0)*2.0;
float rayL = phaseRayleigh(SdotV);
vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5) ;
vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
#if defined EXCLUDE_WRITE_TO_LUT && defined USE_CUSTOM_FOG_LIGHTING_COLORS
LightColor = dot(LightColor,vec3(0.21, 0.72, 0.07)) * vec3(DIRECTLIGHT_FOG_R,DIRECTLIGHT_FOG_G,DIRECTLIGHT_FOG_B);
AmbientColor = dot(AmbientColor,vec3(0.21, 0.72, 0.07)) * vec3(INDIRECTLIGHT_FOG_R,INDIRECTLIGHT_FOG_G,INDIRECTLIGHT_FOG_B);
#endif
vec3 skyLightPhased = AmbientColor;
vec3 LightSourcePhased = LightColor;
skyLightPhased *= skyPhase;
LightSourcePhased *= sunPhase;
#ifdef AMBIENT_LIGHT_ONLY
LightSourcePhased = vec3(0.0);
#endif
#ifdef PER_BIOME_ENVIRONMENT
vec3 biomeDirect = LightSourcePhased;
vec3 biomeIndirect = skyLightPhased;
float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
#endif
float inACave = 1.0 - caveDetection;
float lightLevelZero = pow(clamp(eyeBrightnessSmooth.y/240.0 ,0.0,1.0),3.0);
// SkyLightColor *= lightLevelZero*0.9 + 0.1;
// vec3 finalsceneColor = vec3(0.0);
for (int i = 0; i < SAMPLECOUNT; i++) {
float d = (pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither.y)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
// #ifdef VOLUMETRIC_CLOUDS
// // check if the fog intersects clouds
// if(length(d*dVWorld) > cloudPlaneDistance) break;
// #endif
vec3 progress = start.xyz + d*dV;
vec3 progressP = gbufferModelViewInverse[3].xyz + d*dVWorld;
vec3 progressW = progressP + cameraPosition;
//------------------------------------
//------ SAMPLE SHADOWS FOR FOG EFFECTS
//------------------------------------
#if defined DISTORT_SHADOWMAP
float distortFactor = calcDistort(progress.xy);
#else
float distortFactor = 1.0;
#endif
vec3 shadowPos = vec3(progress.xy*distortFactor, progress.z);
vec3 sh = vec3(1.0);
if (abs(shadowPos.x) < 1.0-0.5/2048. && abs(shadowPos.y) < 1.0-0.5/2048.){
shadowPos = shadowPos*vec3(0.5,0.5,0.5/6.0)+0.5;
#ifdef TRANSLUCENT_COLORED_SHADOWS
sh = vec3(texture(shadowtex0, shadowPos).x);
if(texture(shadowtex1, shadowPos).x > shadowPos.z && sh.x < 1.0){
vec4 translucentShadow = texture(shadowcolor0, shadowPos.xy);
if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
}
#else
sh = vec3(texture(shadow, shadowPos).x);
#endif
}
sh *= GetCloudShadow(progressW, sunVector);
#ifdef PER_BIOME_ENVIRONMENT
float maxDistance = inBiome * min(max(1.0 - length(d*dVWorld.xz)/(32*8),0.0)*2.0,1.0);
float fogDensity = cloudVol(progressW, maxDistance) * inACave;
#else
float fogDensity = cloudVol(progressW, 0.0) * inACave;
#endif
//------------------------------------
//------ MAIN FOG EFFECT
//------------------------------------
float fogVolumeCoeff = exp(-fogDensity*dd*dL); // this is like beer-lambert law or something
#ifdef PER_BIOME_ENVIRONMENT
vec3 indirectLight = mix(skyLightPhased, biomeIndirect, maxDistance);
vec3 DirectLight = mix(LightSourcePhased, biomeDirect, maxDistance) * sh;
#else
vec3 indirectLight = skyLightPhased;
vec3 DirectLight = LightSourcePhased * sh;
#endif
vec3 Lightning = Iris_Lightningflash_VLfog(progressP);
vec3 lighting = DirectLight + indirectLight + 0.0025 * Lightning;
color += (lighting - lighting * fogVolumeCoeff) * totalAbsorbance;
// kill fog absorbance when in caves.
totalAbsorbance *= mix(1.0, fogVolumeCoeff, lightLevelZero);
if(totalAbsorbance < 0.01) break;
//------------------------------------
//------ ATMOSPHERE HAZE EFFECT
//------------------------------------
// maximum range for atmosphere haze, basically.
float planetVolume = smoothstep(1.0 - exp(clamp(1.0 - length(progressP) / (16.0*150.0), 0.0,1.0) * -10.0), 0.0, progressP.y-500.0);
// just air
vec2 airCoef = exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.0,7.0)) * 192.0 * Haze_amount * planetVolume;
// Pbr for air, yolo mix between mie and rayleigh for water droplets
vec3 rL = rC*airCoef.x;
vec3 m = mC*(airCoef.y+fogDensity*300.0);
// calculate the atmosphere haze seperately and purely additive to color, do not contribute to absorbtion.
vec3 atmosphereVolumeCoeff = exp(-(rL+m)*dd*dL);
// vec3 Atmosphere = LightSourcePhased * sh * (rayL*rL + sunPhase*m) + AveragedAmbientColor * (rL+m);
vec3 Atmosphere = (LightSourcePhased * sh * (rayL*rL + sunPhase*m) + AveragedAmbientColor * (rL+m) * (lightLevelZero*0.99 + 0.01)) * inACave;
color += (Atmosphere - Atmosphere * atmosphereVolumeCoeff) / (rL+m+1e-6) * atmosphereAbsorbance;
atmosphereAbsorbance *= atmosphereVolumeCoeff*fogVolumeCoeff;
// totalAbsorbance *= dot(atmosphereVolumeCoeff,vec3(0.33333));
}
// sceneColor = finalsceneColor;
// atmosphereAlpha = atmosphereAbsorbance;
return vec4(color, totalAbsorbance);
}