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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@ -14,7 +14,7 @@ float densityAtPosFog(in vec3 pos){
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float cloudVol(in vec3 pos, float maxDistance ){
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float fogYstart = FOG_START_HEIGHT+3;
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vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
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vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
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@ -44,7 +44,6 @@ float cloudVol(in vec3 pos, float maxDistance ){
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FogDensities(medium_gradientFog, cloudyFog, rainyFog, maxDistance, dailyWeatherParams0.a, dailyWeatherParams1.a);
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// return medium_gradientFog;
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return uniformFog + medium_gradientFog + cloudyFog + rainyFog;
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}
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@ -63,29 +62,23 @@ float fogPhase(float lightPoint){
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}
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uniform ivec2 eyeBrightness;
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uniform int dhRenderDistance;
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vec4 GetVolumetricFog(
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vec3 viewPosition,
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vec2 dither,
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vec3 LightColor,
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vec3 AmbientColor,
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vec3 AveragedAmbientColor
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vec3 AveragedAmbientColor,
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inout vec3 cloudDepth
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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 SAMPLECOUNT = VL_SAMPLES;
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vec3 color = vec3(0.0);
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float absorbance = 1.0;
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float lightleakfix = 1.0 - caveDetection;
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float lightleakfix2 = pow(clamp(eyeBrightnessSmooth.y/240. ,0.0,1.0),3.0);
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/// ------------- RAYMARCHING STUFF ------------- \\\
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int SAMPLECOUNT = VL_SAMPLES;
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + 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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@ -97,7 +90,7 @@ vec4 GetVolumetricFog(
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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 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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vec3 dVWorld = wpos - gbufferModelViewInverse[3].xyz;
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#ifdef DISTANT_HORIZONS
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float maxLength = min(length(dVWorld), max(far, dhRenderDistance))/length(dVWorld);
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@ -108,17 +101,24 @@ vec4 GetVolumetricFog(
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dV *= maxLength;
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dVWorld *= maxLength;
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// why 8.0? i dunno it looked nice
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float dL = length(dVWorld)/8.0;
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float dL_alternate = length(dVWorld);
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float dL = dL_alternate/8.0;
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vec3 progress = start.xyz;
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vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec ;
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float SdotV = dot(sunVec,normalize(viewPosition))*lightCol.a;
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vec3 progressW = vec3(0.0);
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float expFactor = 11.0;
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/// ------------- COLOR/LIGHTING STUFF ------------- \\\
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vec3 color = vec3(0.0);
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float absorbance = 1.0;
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float lightleakfix = 1.0 - caveDetection;
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float lightleakfix2 = pow(clamp(eyeBrightnessSmooth.y/240. ,0.0,1.0),3.0);
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec;
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float SdotV = dot(sunVec, normalize(viewPosition))*lightCol.a;
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///// ----- fog lighting
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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float sunPhase = fogPhase(SdotV) * 5.0;
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@ -137,11 +137,13 @@ vec4 GetVolumetricFog(
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#ifdef ambientLight_only
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LightSourcePhased = vec3(0.0);
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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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vec3 biomeDirect = LightSourcePhased;
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vec3 biomeIndirect = skyLightPhased;
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float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
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#endif
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#ifdef DISTANT_HORIZONS
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float atmosphereMult = 1.0;
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#else
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@ -165,44 +167,47 @@ vec4 GetVolumetricFog(
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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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#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.x)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
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progress = start.xyz + d*dV;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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//project into biased shadowmap space
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(progress.xy);
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#else
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float distortFactor = 1.0;
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#endif
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vec3 shadowPos = vec3(progress.xy*distortFactor, progress.z);
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progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
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vec3 sh = vec3(1.0);
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if (abs(shadowPos.x) < 1.0-0.5/2048. && abs(shadowPos.y) < 1.0-0.5/2048){
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shadowPos = shadowPos*vec3(0.5,0.5,0.5/6.0)+0.5;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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sh = vec3(shadow2D(shadowtex0, shadowPos).x);
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if(shadow2D(shadowtex1, shadowPos).x > shadowPos.z && sh.x < 1.0){
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vec4 translucentShadow = texture2D(shadowcolor0, shadowPos.xy);
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if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
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}
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//------ SAMPLE SHADOWS FOR FOG EFFECTS
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(progress.xy);
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#else
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sh = vec3(shadow2D(shadow, shadowPos).x);
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float distortFactor = 1.0;
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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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vec3 shadowPos = vec3(progress.xy*distortFactor, progress.z);
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW, WsunVec * lightCol.a);
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#endif
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vec3 sh = vec3(1.0);
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if (abs(shadowPos.x) < 1.0-0.5/2048. && abs(shadowPos.y) < 1.0-0.5/2048){
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shadowPos = shadowPos*vec3(0.5,0.5,0.5/6.0)+0.5;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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sh = vec3(shadow2D(shadowtex0, shadowPos).x);
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if(shadow2D(shadowtex1, shadowPos).x > shadowPos.z && sh.x < 1.0){
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vec4 translucentShadow = texture2D(shadowcolor0, shadowPos.xy);
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if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
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}
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#else
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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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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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float maxDistance = inBiome * min(max(1.0 - length(d*dVWorld.xz)/(32*8),0.0)*2.0,1.0);
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@ -211,37 +216,40 @@ vec4 GetVolumetricFog(
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float densityVol = cloudVol(progressW, 0.0) * lightleakfix;
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#endif
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//Water droplets(fog)
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float density = densityVol;
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//------ MAIN FOG EFFECT
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float fogDensity = densityVol;
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float fogVolumeCoeff = exp(-fogDensity*dd*dL); // this is like beer-lambert law or something
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///// ----- main fog lighting
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//Just air
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vec2 airCoef = exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * (24.0 * atmosphereMult) * Haze_amount * clamp(CloudLayer0_height - progressW.y + max(eyeAltitude-(CloudLayer0_height-100),0),0.0,1.0);
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// * clamp(CloudLayer0_height - progressW.y + max(eyeAltitude-(CloudLayer0_height-100),0),0.0,1.0);
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// * exp2(-0.05 * max(progressW.y - (CloudLayer0_height + max(eyeAltitude-(CloudLayer0_height-50.0),0)),0.0));
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#ifdef PER_BIOME_ENVIRONMENT
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vec3 indirectLight = mix(skyLightPhased, biomeIndirect, maxDistance);
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vec3 DirectLight = mix(LightSourcePhased, biomeDirect, maxDistance) * sh;
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#else
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vec3 indirectLight = skyLightPhased;
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vec3 DirectLight = LightSourcePhased * sh;
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#endif
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//Pbr for air, yolo mix between mie and rayleigh for water droplets
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vec3 rL = rC*(airCoef.x);
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vec3 m = mC*(airCoef.y+densityVol*300.0);
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vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz);
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vec3 lighting = DirectLight * lightleakfix + indirectLight * lightleakfix2 + Lightning;
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// calculate the atmosphere haze seperately and purely on color, so visibility is not harmed.
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vec3 Atmosphere = LightSourcePhased * sh * (rayL*rL + sunPhase*m) + (AveragedAmbientColor*0.7) * (rL+m) * lightleakfix2;
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color += (Atmosphere - Atmosphere*exp(-(rL+m)*dd*dL_alternate)) / (rL+m+1e-6);
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color += (lighting - lighting * fogVolumeCoeff) * absorbance;
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absorbance *= fogVolumeCoeff;
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// calculate lighting
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#ifdef PER_BIOME_ENVIRONMENT
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vec3 indirectLight = mix(skyLightPhased, biomeIndirect, maxDistance);
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vec3 DirectLight = mix(LightSourcePhased, biomeDirect, maxDistance) * sh;
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#else
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vec3 indirectLight = skyLightPhased;
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vec3 DirectLight = LightSourcePhased * sh;
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#endif
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//------ ATMOSPHERE HAZE EFFECT
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// just air
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vec2 airCoef = exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * (24.0 * atmosphereMult) * Haze_amount * clamp((CloudLayer0_height + max(eyeAltitude-(CloudLayer0_height-100),0)) - progressW.y,0.0,1.0);
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vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz) * (rL + m);
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vec3 lighting = DirectLight * lightleakfix + indirectLight * lightleakfix2 + Lightning;
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// Pbr for air, yolo mix between mie and rayleigh for water droplets
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vec3 rL = rC*airCoef.x;
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vec3 m = mC*(airCoef.y+densityVol*300.0);
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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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// calculate the atmosphere haze seperately and purely additive to color, do not contribute to absorbtion.
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vec3 Atmosphere = LightSourcePhased * sh * (rayL*rL + sunPhase*m) + (AveragedAmbientColor*0.7) * (rL+m) * lightleakfix2;
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color += (Atmosphere - Atmosphere*exp(-(rL+m)*dd*dL_alternate)) / (rL+m+1e-6) * absorbance;
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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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#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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