made rain come down from an angle. tweaked SSS from the sun.

This commit is contained in:
Xonk
2023-10-08 23:30:36 -04:00
parent d47eedd987
commit 69e605b38b
4 changed files with 64 additions and 25 deletions

View File

@ -522,35 +522,33 @@ void SSRT_Shadows(vec3 viewPos, vec3 lightDir, float noise, bool isSSS, bool ins
}
#endif
float CustomPhase(float LightPos, float S_1, float S_2){
float SCALE = S_2 + 0.001; // remember the epislons 0.001 is fine.
float N = S_1;
float N2 = N / SCALE;
float CustomPhase(float LightPos){
float R = 1;
float A = pow(1.0 - pow(max(R-LightPos,0.0), N2 ),N);
float PhaseCurve = 1.0 - LightPos;
float Final = exp2(sqrt(PhaseCurve) * -25.0);
Final += exp(PhaseCurve * -10.0)*0.5;
return A;
return Final;
}
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos, bool inShadowmapBounds){
float labcurve = pow(Density,LabSSS_Curve);
// float density = sqrt(30 - labcurve*15);
float labcurve = pow(Density, LabSSS_Curve);
float density = 15 - labcurve*10;
vec3 absorbed = max(1.0 - albedo,0.0);
vec3 scatter = vec3(0.0);
// if(inShadowmapBounds) {
scatter = exp(absorbed * Scattering * -5) * exp(Scattering * -density);
// }else{
// scatter = exp(absorbed * Scattering * -10) * exp(Scattering * -max(density,5));
// }
// vec3 scatter = vec3(1)* exp(Scattering * -density);
vec3 scatter = exp(absorbed * Scattering * -5) * exp(Scattering * -density);
scatter *= labcurve;
scatter *= 0.5 + CustomPhase(lightPos, 1.0,30.0)*20;
// PHASE TIME
// scatter *= 0.5 + CustomPhase(lightPos) * 13.0; // ~20x brighter at the peak
// scatter *= 1.0 + CustomPhase(lightPos) * 12.6; // ~20x brighter at the peak
// scatter *= 0.5 + CustomPhase(lightPos)*6.35; // ~10x brighter at the peak
scatter *= 1.0 + CustomPhase(lightPos)*6.0; // ~10x brighter at the peak
return scatter;
@ -685,6 +683,11 @@ void main() {
#ifndef ambientLight_only
DirectLightColor = lightCol.rgb/80.0;
#endif
#ifdef PER_BIOME_ENVIRONMENT
BiomeSunlightColor(DirectLightColor);
#endif
AmbientLightColor = averageSkyCol_Clouds;
vec3 filteredShadow = vec3(1.412,1.0,0.0);
@ -846,7 +849,10 @@ void main() {
if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
if (!inShadowmapBounds) Direct_SSS *= lightmapAsShadows;
if (!inShadowmapBounds){
Direct_SSS *= lightmapAsShadows;
Direct_SSS *= 1.0-NdotL;
}
#endif
@ -1053,7 +1059,11 @@ void main() {
#ifdef OVERWORLD_SHADER
Direct_lighting = DoDirectLighting(DirectLightColor, Shadows, NdotL, 0.0);
Direct_lighting += Direct_SSS * DirectLightColor; // do this here so it gets underwater absorbtion.
// do this here so it gets underwater absorbtion.
// Direct_lighting += Direct_SSS * DirectLightColor;
Direct_lighting = max(Direct_lighting, Direct_SSS * DirectLightColor);
#endif
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
@ -1103,7 +1113,7 @@ void main() {
// float phaseorigin = 1.0 - clamp(dot(feetPlayerPos_normalized, normalize(testPos) ),0.0,1.0);
// gl_FragData[0].rgb += lightningEffect * exp(sqrt(phaseorigin) * -10);
// gl_FragData[0].rgb = vec3(1) * CustomPhase(clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0));
/* DRAWBUFFERS:3 */
}