add "atmosphere ground" setting. this is to make the dark bottom of the sky optional.

This commit is contained in:
Xonk
2024-01-10 19:47:27 -05:00
parent f9024fb91b
commit 4ad17fc9aa
7 changed files with 33 additions and 23 deletions

View File

@ -95,7 +95,12 @@ vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) {
vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 sunVector, vec3 moonVector, out vec2 pid, out vec3 transmittance, const int iSteps, float noise) {
const int jSteps = 4;
float planetGround = exp(-100 * pow(max(-viewVector.y*5 + 0.1,0.0),2)); // darken the ground in the sky.
#ifdef SKY_GROUND
float planetGround = exp(-100 * pow(max(-viewVector.y*5 + 0.1,0.0),2)); // darken the ground in the sky.
#else
float planetGround = pow(clamp(viewVector.y+1.0,0.0,1.0),2); // darken the ground in the sky.
#endif
float GroundDarkening = max(planetGround * 0.7+0.3,clamp(sunVector.y*2.0,0.0,1.0));
vec3 viewPos = (sky_planetRadius + eyeAltitude) * upVector;

View File

@ -319,6 +319,7 @@ uniform int moonPhase;
#endif
#define SKY_GROUND
////////////////////////////////////////

View File

@ -434,8 +434,13 @@ vec4 renderClouds(
// use this to blend into the atmosphere's ground.
vec3 approxdistance = normalize(dV_view);
float distantfog = mix(1.0, max(1.0 - clamp(exp2(pow(abs(approxdistance.y),1.5) * -35.0),0.0,1.0),0.0), heightRelativeToClouds);
// distantfog = 1;
#ifdef SKY_GROUND
float distantfog = mix(1.0, max(1.0 - clamp(exp2(pow(abs(approxdistance.y),1.5) * -35.0),0.0,1.0),0.0), heightRelativeToClouds);
#else
float distantfog = 1.0;
float distantfog2 = mix(1.0, max(1.0 - clamp(exp(pow(abs(approxdistance.y),1) * -35.0),0.0,1.0),0.0), heightRelativeToClouds);
#endif
// terrible fake rayleigh scattering
vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5)*3;
float atmosphere = exp(abs(approxdistance.y) * -5.0);
@ -538,6 +543,11 @@ vec4 renderClouds(
if(!below_Layer2) color = color * layer2.a + layer2.rgb;
#endif
#ifndef SKY_GROUND
color = color * distantfog2;
total_extinction = mix(1.0, total_extinction, distantfog2);
#endif
return vec4(color, total_extinction);
// return mix(vec4(color, total_extinction),vec4(0.0,0.0,0.0,1.0),exp(abs(approxdistance.y) * -1) * (1-clamp(1.0-max(cameraPosition.y - LAYER2_HEIGHT,0.0) / 1000.0 ,0.0,1.0)));
}