mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -13,10 +13,8 @@ float densityAtPosFog(in vec3 pos){
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}
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float cloudVol(in vec3 pos){
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float Output = 0.0;
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vec3 samplePos = pos*vec3(1.0,1./48.,1.0);
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float Wind = pow(max(pos.y-30,0.0) / 15.0,2.1);
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float Plumes = texture2D(noisetex, (samplePos.xz + Wind)/256.0).b;
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@ -25,83 +23,91 @@ float cloudVol(in vec3 pos){
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float Erosion = densityAtPosFog(samplePos * 400 - frameTimeCounter*10 - Wind*10) *0.7+0.3 ;
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// float maxdist = clamp((12 * 8) - length(pos - cameraPosition),0.0,1.0);
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float RoofToFloorDensityFalloff = exp(max(100-pos.y,0.0) / -15);
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float FloorDensityFalloff = pow(exp(max(pos.y-31,0.0) / -3.0),2);
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float RoofDensityFalloff = exp(max(120-pos.y,0.0) / -10);
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Output = max((RoofToFloorDensityFalloff - Plumes * (1.0-Erosion)) * 2.0, clamp((FloorDensityFalloff - floorPlumes*0.5) * Erosion ,0.0,1.0) );
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float Output = max((RoofToFloorDensityFalloff - Plumes * (1.0-Erosion)) * 2.0, clamp((FloorDensityFalloff - floorPlumes*0.5) * Erosion ,0.0,1.0) );
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return Output;
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}
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vec4 GetVolumetricFog(
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vec3 viewPos,
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vec3 viewPosition,
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float dither,
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float dither2
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){
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#ifndef TOGGLE_VL_FOG
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return vec4(0.0,0.0,0.0,1.0);
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#endif
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int SAMPLES = 16;
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vec3 vL = vec3(0.0);
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float absorbance = 1.0;
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
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fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
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/// ------------- RAYMARCHING STUFF ------------- \\\
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//project view origin into projected shadowmap space
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vec3 start = toShadowSpaceProjected(vec3(0.));
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int SAMPLECOUNT = 10;
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//rayvector into projected shadow map space
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//we can use a projected vector because its orthographic projection
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//however we still have to send it to curved shadow map space every step
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vec3 dV = fragposition-start;
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vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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vec3 progressW = vec3(0.0);
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float maxLength = min(length(dVWorld),far)/length(dVWorld);
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float maxLength = min(length(dVWorld), far)/length(dVWorld);
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dV *= maxLength;
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dVWorld *= maxLength;
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float dL = length(dVWorld);
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vec3 fogcolor = (gl_Fog.color.rgb / max(dot(gl_Fog.color.rgb,vec3(0.3333)),0.05)) ;
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float expFactor = 11.0;
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for (int i=0;i<SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
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vec3 progress = start.xyz + d*dV;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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/// ------------- COLOR/LIGHTING STUFF ------------- \\\
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// do main lighting
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float Density = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
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vec3 color = vec3(0.0);
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float absorbance = 1.0;
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float clearArea = 1.0-min(max(1.0 - length(progressW - cameraPosition) / 100,0.0),1.0);
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Density = min(Density * clearArea, NETHER_PLUME_DENSITY);
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vec3 hazeColor = normalize(gl_Fog.color.rgb);
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) / 5.0;
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#endif
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for (int i = 0; i < SAMPLECOUNT; i++) {
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float d = (pow(expFactor, float(i+dither)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
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float fireLight = cloudVol(progressW - vec3(0,1,0)) * clamp(exp(max(30 - progressW.y,0.0) / -10.0),0,1);
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progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
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vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
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vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
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float densityVol = cloudVol(progressW);
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// do background fog lighting
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float AirDensity = 0.01;
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vec3 vL1 = fogcolor / 20.0;
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//------ PLUME EFFECT
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float plumeDensity = min(densityVol * pow(min(max(100.0-progressW.y,0.0)/30.0,1.0),4.0), pow(clamp(1.0 - length(progressW-cameraPosition)/far,0.0,1.0),5.0) * NETHER_PLUME_DENSITY);
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float plumeVolumeCoeff = exp(-plumeDensity*dd*dL);
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vL += (vL1 - vL1*exp(-AirDensity*dd*dL)) * absorbance;
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vL += (vL0 - vL0*exp(-Density*dd*dL)) * absorbance;
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vec3 lighting = vec3(1.0,0.4,0.2) * exp(-15.0*densityVol);
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absorbance *= exp(-(Density+AirDensity)*dd*dL);
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color += (lighting - lighting * plumeVolumeCoeff) * absorbance;
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absorbance *= plumeVolumeCoeff;
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//------ HAZE EFFECT
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// dont make haze contrube to absorbance.
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float hazeDensity = 0.001;
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float hazeVolumeCoeff = exp(-hazeDensity*dd*dL);
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vec3 hazeLighting = hazeColor;
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color += (hazeLighting - hazeLighting*hazeVolumeCoeff) * absorbance;
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//------ CEILING SMOKE EFFECT
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float ceilingSmokeDensity = 0.001 * pow(min(max(progressW.y-40.0,0.0)/50.0,1.0),3.0);
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float ceilingSmokeVolumeCoeff = exp(-ceilingSmokeDensity*dd*dL);
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vec3 ceilingSmoke = vec3(1.0);
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color += (ceilingSmoke - ceilingSmoke*ceilingSmokeVolumeCoeff) * (absorbance*0.5+0.5);
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absorbance *= ceilingSmokeVolumeCoeff;
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//------ LPV FOG EFFECT
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * TorchBrightness_autoAdjust * absorbance;
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#endif
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if (absorbance < 1e-5) break;
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}
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// return vec4(0.0,0.0,0.0,1.0);
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return vec4(vL, absorbance);
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return vec4(color, absorbance);
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}
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