tweak some cloud lighting a bit. also tweak VL biome fog a little

This commit is contained in:
Xonk
2023-06-08 18:44:09 -04:00
parent cf56275230
commit 3cda692d97
7 changed files with 31 additions and 28 deletions

View File

@ -142,11 +142,9 @@ vec3 Cloud_lighting(
vec3 skyLighting = SkyColors;
#ifdef Altostratus
float Coverage; float Density;
float Coverage = 0.0; float Density = 0.0;
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);
skyLighting += sunContributionMulti * exp(-SunShadowing) * clamp((1.0 - abs(pow(Density*4.0 - 1.1,4.0))) * Coverage,0,1) ;
#endif
skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/2 ) * lesspowder ;
@ -162,7 +160,7 @@ vec3 Cloud_lighting(
vec3 moonLighting = exp(MoonShadowing * coeeff / 3) * moonContribution * powder;
return skyLighting + moonLighting + sunLighting ;
return skyLighting + moonLighting + sunLighting ;
// return skyLighting;
}
@ -174,7 +172,7 @@ float phaseg(float x, float g){
}
float CustomPhase(float LightPos, float S_1, float S_2){
float SCALE = S_2; // remember the epislons 0.001 is fine.
float SCALE = S_2 + 0.001; // remember the epislons 0.001 is fine.
float N = S_1;
float N2 = N / SCALE;
@ -244,7 +242,7 @@ vec4 renderClouds(
if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
float mieDay = phaseg(SdotV, 0.75) * 2;
float mieDay = phaseg(SdotV, 0.75) * 3.14;
float mieDayMulti = phaseg(SdotV, 0.35) * 2;
vec3 sunContribution = SunColor * mieDay;
@ -289,7 +287,8 @@ vec4 renderClouds(
float phase = PhaseHG(-SdotV, (1.0-cumulus));
float ambientlightshadow = 1.0-clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0);
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;