mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix compile error when floodfill gets enabled. fix compile error when TAA is turned off. fix compile error when aerochrome is turned on. re-added "render clouds as fog" setting. fix DOF using wrong depth buffer for CoC. fix cave fog when DH is enabled. fix block breaking effect not having alpha discard. changed "clouds intersect terrain" setting to work better on edges, but work worse everywhere else.
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@ -148,6 +148,23 @@ vec4 GetVolumetricFog(
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float atmosphereMult = 1.5;
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#endif
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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vec3 LightSourceColor = LightColor;
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#ifdef ambientLight_only
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LightSourceColor = vec3(0.0);
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#endif
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vec3 dV_Sun = WsunVec;
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float mieDay = phaseg(SdotV, 0.85) + phaseg(SdotV, 0.75);
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float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5);
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vec3 directScattering = LightSourceColor * mieDay * 3.14;
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vec3 directMultiScattering = LightSourceColor * mieDayMulti * 3.14 * 2.0;
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#endif
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float expFactor = 11.0;
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for (int i=0;i<SAMPLECOUNT;i++) {
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float d = (pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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@ -179,6 +196,9 @@ vec4 GetVolumetricFog(
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sh = vec3(shadow2D(shadow, shadowPos).x);
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#endif
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}
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 sh_forClouds = sh;
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#endif
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW, WsunVec * lightCol.a);
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@ -223,9 +243,66 @@ vec4 GetVolumetricFog(
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color += (lighting - lighting * exp(-density*dd*dL))*absorbance;
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absorbance *= max(exp(-density*dd*dL),0.0);
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if (absorbance < 1e-5) break;
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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float otherlayer = max(progressW.y - (CloudLayer0_height+99.5), 0.0) > 0.0 ? 0.0 : 1.0;
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float DUAL_MIN_HEIGHT = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
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float DUAL_MAX_HEIGHT = DUAL_MIN_HEIGHT + 100.0;
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float DUAL_DENSITY = otherlayer > 0.0 ? CloudLayer0_density : CloudLayer1_density;
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if(clamp(progressW.y - DUAL_MAX_HEIGHT,0.0,1.0) < 1.0 && clamp(progressW.y - DUAL_MIN_HEIGHT,0.0,1.0) > 0.0){
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#if defined CloudLayer1 && defined CloudLayer0
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float upperLayerOcclusion = otherlayer > 0.0 ? GetCumulusDensity(1, progressW + vec3(0.0,1.0,0.0) * max((LAYER1_minHEIGHT+30) - progressW.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT) : 0.0;
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float skylightOcclusion = mix(1.0, (1.0 - LAYER1_DENSITY)*0.8 + 0.2, (1.0 - exp2(-5.0 * (upperLayerOcclusion*upperLayerOcclusion))));
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#else
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float skylightOcclusion = 1.0;
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#endif
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float DUAL_MIN_HEIGHT_2 = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
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float DUAL_MAX_HEIGHT_2 = DUAL_MIN_HEIGHT + 100.0;
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float cumulus = GetCumulusDensity(-1, progressW, 1, CloudLayer0_height, CloudLayer1_height);
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float fadedDensity = DUAL_DENSITY * pow(clamp((progressW.y - DUAL_MIN_HEIGHT_2)/25,0.0,1.0),2.0);
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float muE = cumulus*fadedDensity;
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float directLight = 0.0;
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if(muE > 1e-5){
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for (int j=0; j < 3; j++){
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// vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05));
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vec3 shadowSamplePos = progressW + dV_Sun * (20.0 + j * (20.0 + dither.y*20.0));
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float shadow = GetCumulusDensity(-1, shadowSamplePos, 0, DUAL_MIN_HEIGHT, DUAL_MAX_HEIGHT) * DUAL_DENSITY;
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directLight += shadow;
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}
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/// shadows cast from one layer to another
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/// large cumulus -> small cumulus
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#if defined CloudLayer1 && defined CloudLayer0
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if(otherlayer > 0.0) directLight += LAYER1_DENSITY * 2.0 * GetCumulusDensity(1, progressW + dV_Sun/abs(dV_Sun.y) * max((LAYER1_minHEIGHT+35) - progressW.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT);
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#endif
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// altostratus -> cumulus
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#ifdef CloudLayer2
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vec3 HighAlt_shadowPos = progressW + dV_Sun/abs(dV_Sun.y) * max(LAYER2_HEIGHT - progressW.y,0.0);
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float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos) * CloudLayer2_density * (1.0-abs(WsunVec.y));
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directLight += HighAlt_shadow;
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#endif
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float skyScatter = clamp(((DUAL_MAX_HEIGHT - progressW.y) / 100.0),0.0,1.0); // linear gradient from bottom to top of cloud layer
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float distantfade = 1- exp( -10*pow(clamp(1.0 - length(progressW - cameraPosition)/(32*65),0.0,1.0),2));
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vec3 cloudlighting = DoCloudLighting(DUAL_DENSITY * cumulus, SkyLightColor*skylightOcclusion, skyScatter, directLight, directScattering*sh_forClouds, directMultiScattering*sh_forClouds, 1);
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color += max(cloudlighting - cloudlighting*exp(-muE*dd*dL_alternate),0.0) * absorbance;
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absorbance *= max(exp(-muE*dd*dL_alternate),0.0);
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}
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}
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#else
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if (absorbance < 1e-5) break;
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#endif
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}
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// return vec4(color, dot(absorbance,vec3(0.21, 0.72, 0.07)));
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return vec4(color, absorbance);
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}
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