DOUBLE LAYER CLOUD TEST #2. tweaked cloud lighting further. tweaked the sky ground. added gradient to fog skylighting. fix hand bug with bloomy fog.

This commit is contained in:
Xonk
2023-12-05 22:06:47 -05:00
parent d90a15e694
commit 72709b914d
13 changed files with 211 additions and 254 deletions

View File

@ -125,8 +125,8 @@ vec4 GetVolumetricFog(
// float upGradient = 1.0 - (normalize(wpos).y*0.5 + 0.5);
// skyCol0 *= exp(upGradient * -5.0)*1.5 + 0.5;
// float upGradient = np3.y;
// skyCol0 = max(skyCol0 + skyCol0*upGradient,0.0);
float upGradient = normalize(wpos).y*0.9+0.1;
skyCol0 = max(skyCol0 + skyCol0*upGradient,0.0);
float mu = 1.0;
float muS = mu;
@ -162,11 +162,8 @@ vec4 GetVolumetricFog(
#ifdef VL_CLOUDS_SHADOWS
sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
#endif
float densityVol = cloudVol(progressW) * lightleakfix;
float densityVol = cloudVol(progressW) * lightleakfix ;
//Water droplets(fog)
float density = densityVol*mu*300.;
@ -206,202 +203,156 @@ vec4 GetVolumetricFog(
return vec4(vL,absorbance);
}
/*
/// really dumb lmao
vec4 InsideACloudFog(
vec3 viewPosition,
vec2 Dither,
vec3 SunColor,
vec3 MoonColor,
vec3 SkyColor
){
float total_extinction = 1.0;
vec3 color = vec3(0.0);
/// experimental functions to render clouds and fog in 2 passes
float cloudCoverage(in vec3 pos, float minHeight, float maxHeight){
float FinalCloudCoverage = 0.0;
vec3 playerPos = pos - cameraPosition;
vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4;
// minHeight -= curvature; maxHeight -= curvature;
float thingy = pow(1.0-clamp(1.0-length(playerPos)/2000,0,1),2) * 2.0;
float CloudLarge = texture2D(noisetex, (samplePos.xz+ cloud_movement)/5000.0).b;
float CloudSmall = texture2D(noisetex, (samplePos.xz- cloud_movement)/500.0).r;
float coverage = abs(CloudLarge*2.0 - 1.2)*0.5 - (1.0-CloudSmall);
/////// FIRST LAYER
float layer0 = min(min(coverage + max(Cumulus_coverage,thingy), clamp(maxHeight - pos.y,0,1)), 1.0 - clamp(minHeight - pos.y,0,1));
float Topshape = max(pos.y - (maxHeight - 75),0.0) / 200.0;
Topshape += max(pos.y - (maxHeight - 10),0.0) / 50.0;
float Baseshape = max(minHeight + 12.5 - pos.y, 0.0) / 50.0;
FinalCloudCoverage += max(layer0 - Topshape - Baseshape,0.0);
float erosion = 1.0 - densityAtPos(samplePos * 200);
float noise = erosion * (1.0-FinalCloudCoverage) ;
FinalCloudCoverage = max(FinalCloudCoverage - noise*noise*0.5, 0.0);
return FinalCloudCoverage;
}
vec4 renderVolumetrics(
vec3 viewPosition,
vec2 dither,
vec3 directLightColor,
vec3 skyLightColor
){
int SAMPLES = 30;
vec3 color = vec3(0.0);
float absorbance = 1.0;
//project pixel position into projected shadowmap space
vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz;
vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
//////////////////////////////////////////
////// lighting stuff
//////////////////////////////////////////
float shadowStep = 200.0;
vec3 dV_Sun = WsunVec*shadowStep;
float SdotV = dot(mat3(gbufferModelView)*WsunVec,normalize(viewPosition));
// if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
float mieDay = phaseg(SdotV, 0.75);
float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ;
vec3 sunScattering = directLightColor * mieDay * 3.14;
vec3 sunMultiScattering = directLightColor * mieDayMulti * 4.0;
//////////////////////////////////////////
////// raymarching stuff
//////////////////////////////////////////
//project view origin into projected shadowmap space
vec3 start = toShadowSpaceProjected(vec3(0.));
vec3 start = toShadowSpaceProjected(vec3(0.0));
//rayvector into projected shadow map space
//we can use a projected vector because its orthographic projection
//however we still have to send it to curved shadow map space every step
vec3 dV = fragposition-start;
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
vec3 dV = fragposition - start;
// vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
// float maxLength = min(length(dVWorld),16*8)/length(dVWorld);
float maxLength = min(length(dVWorld),far+16)/length(dVWorld);
// float maxLength = min(length(dVWorld), far)/length(dVWorld);
float maxLength = 1.0;
dV *= maxLength;
dVWorld *= maxLength;
float mult = length(dVWorld)/25;
float dL = length(dVWorld);
float minCloudHeight = Cumulus_height;
float maxCloudHeight = minCloudHeight + 100;
vec3 progress = start.xyz;
vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
vec3 progress_view = vec3(0.0);
float expFactor = 11.0;
vec3 progress = start.xyz;
////// lighitng stuff
float shadowStep = 200.;
vec3 dV_Sun = normalize(mat3(gbufferModelViewInverse)*sunVec)*shadowStep;
float SdotV = dot(sunVec,normalize(viewPosition));
SkyColor *= clamp(abs(dV_Sun.y)/100.,0.75,1.0);
SunColor = SunColor * clamp(dV_Sun.y ,0.0,1.0);
MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
float fogSdotV = dot(sunVec,normalize(viewPosition))*lightCol.a;
float fogmie = phaseg(fogSdotV,0.7)*5.0 + 1.0;
// Makes fog more white idk how to simulate it correctly
vec3 Fog_SkyCol = averageSkyCol/ 150. * 5. ; // * max(abs(WsunVec.y)/150.0,0.);
vec3 Fog_SunCol = lightCol.rgb / 80.0;
vec3 lightningColor = (lightningEffect / 10) * (max(eyeBrightnessSmooth.y,0)/240.);
vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
#ifndef ReflectedFog
vec3 np3 = normVec(wpos);
float ambfogfade = clamp(exp(np3.y* 2 - 2),0.0,1.0) * 4 ;
lightningColor *= ambfogfade;
#endif
Fog_SkyCol += lightningColor;
float mieDay = phaseg(SdotV, 0.75) * 3.14;
float mieDayMulti = phaseg(SdotV, 0.35) * 2;
vec3 sunContribution = SunColor * mieDay;
vec3 sunContributionMulti = SunColor * mieDayMulti ;
float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4);
vec3 moonContribution = MoonColor * mieNight;
float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0);
//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
float mie = phaseg(SdotV,0.7)*5.0 + 1.0;
float rayL = phaseRayleigh(SdotV);
#ifdef PER_BIOME_ENVIRONMENT
// recolor change sun and sky color to some color, but make sure luminance is preserved.
BiomeFogColor(Fog_SunCol);
BiomeFogColor(Fog_SkyCol);
#endif
vec3 rC = vec3(fog_coefficientRayleighR*1e-6, fog_coefficientRayleighG*1e-5, fog_coefficientRayleighB*1e-5);
vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
float mu = 1.0;
float muS = mu;
float heightRelativeToClouds = clamp(1.0 - max(eyeAltitude - (Cumulus_height),0.0) / 100.0 ,0.0,1.0);
float Shadows_for_Fog = 0.0;
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
for (int i=0;i<VL_SAMPLES;i++) {
float d = (pow(expFactor, float(i+Dither.x)/float(VL_SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+Dither.x)/float(VL_SAMPLES)) * log(expFactor) / float(VL_SAMPLES)/(expFactor-1.0);
for (int i=0; i < SAMPLES; i++) {
float d = (pow(expFactor, float(i+dither.x)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1.0-1.0/expFactor);
float dd = pow(expFactor, float(i+dither.x)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
progress = start.xyz + d*dV;
progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
// progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
float curvature = pow(length(progressW-cameraPosition)/200.0,2.0) * heightRelativeToClouds ;
minCloudHeight -= curvature; maxCloudHeight -= curvature;
//project into biased shadowmap space
float distortFactor = calcDistort(progress.xy);
vec3 pos = vec3(progress.xy*distortFactor, progress.z);
float sh = 1.0;
float sh = 1.0;
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
sh = shadow2D( shadow, pos).x;
sh = shadow2D(shadow, pos).x;
}
Shadows_for_Fog = sh;
float cloud = cloudCoverage(progressW, minCloudHeight, maxCloudHeight);
#ifdef VL_CLOUDS_SHADOWS
Shadows_for_Fog = sh * GetCloudShadow_VLFOG(progressW,WsunVec);
#endif
float UniformFog = clamp(1.0 - (progressW.y-minCloudHeight-100) / 200,0.0,1.0);
float densityVol = cloudVol(progressW);
//Water droplets(fog)
float density = densityVol*mu*300.;
float density = max(cloud, (UniformFog*UniformFog) * 0.00);
//Just air
vec2 airCoef = exp(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * 24 * Haze_amount;
//Pbr for air, yolo mix between mie and rayleigh for water droplets
vec3 rL = rC*airCoef.x;
vec3 m = (airCoef.y+density)*mC;
vec3 DirectLight = (Fog_SunCol*Shadows_for_Fog) * (rayL*rL+m*fogmie);
vec3 AmbientLight = Fog_SkyCol * m;
vec3 AtmosphericFog = Fog_SkyCol * (rL+m) ;
// extra fog effects
vec3 rainRays = ((Fog_SunCol/5)*Shadows_for_Fog) * (rayL*phaseg(SdotV,0.7)) * clamp(pow(WsunVec.y,5)*2,0.0,1.0) * rainStrength * noPuddleAreas * RainFog_amount;
vec3 CaveRays = (Fog_SunCol*Shadows_for_Fog) * phaseg(SdotV,0.7) * 0.001 * (1.0 - lightleakfix);
vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * lightleakfix ;
color += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*total_extinction;
total_extinction *= dot(clamp(exp(-(rL+m)*dd*dL),0.0,1.0), vec3(0.333333));
float horizonfalloff = exp(-(1.0-clamp(normalize(progressW-vec3(cameraPosition.x,0.0,cameraPosition.x)).y+1.0,0,1)));
sunScattering *= horizonfalloff;
sunMultiScattering *= horizonfalloff;
progress_view = progressW;
float cumulus = GetCumulusDensity(progress_view, 1);
// if(density > 1e-5){
float muE = density * 0.5;
float alteredDensity = Cumulus_density * clamp(exp( (progress_view.y - (MaxCumulusHeight - 75)) / 9.0 ),0.0,1.0);
float sunLight = 0.0;
if(cumulus > 1e-5){
float muE = cumulus*alteredDensity;
float Sunlight = 0.0;
float MoonLight = 0.0;
for (int j=0; j < 3; j++){
vec3 shadowSamplePos = progress_view + (dV_Sun * 0.15) * (1 + Dither.y/2 + j);
float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
Sunlight += shadow / (1 + j);
MoonLight += shadow;
}
Sunlight += (1-sh) * 100.;
MoonLight += (1-sh) * 100.;
#ifdef Altostratus
// cast a shadow from higher clouds onto lower clouds
vec3 HighAlt_shadowPos = progress_view + dV_Sun/abs(dV_Sun.y) * max(AltostratusHeight - progress_view.y,0.0);
float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos);
Sunlight += HighAlt_shadow;
#endif
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, timing);
S += lightningColor * exp((1.0-cumulus) * -5) * ambientlightshadow;
vec3 Sint = (S - S * exp(-mult*muE)) / muE;
color += max(muE*Sint*total_extinction,0.0);
total_extinction *= max(exp(-mult*muE),0.0);
for (int j=0; j < 3; j++){
vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05));
float shadow = cloudCoverage(shadowSamplePos, minCloudHeight, maxCloudHeight) * 0.5;
sunLight += shadow;
}
if (total_extinction < 1e-5) break;
sunLight += 2*cloudCoverage(progressW + dV_Sun/abs(dV_Sun.y) * max(minCloudHeight+20 - progressW.y,0.0), minCloudHeight, maxCloudHeight) * exp(-10*cloud);
vec3 lighting = skyLightColor + (sunScattering*exp(-5 * sunLight) + sunMultiScattering*exp(-3 * sunLight)) * sh;
color += max(lighting - lighting*exp(-muE*dd*dL),0.0) * absorbance;
absorbance *= max(exp(-muE*dd*dL),0.0);
if (absorbance < 1e-5) break;
}
return vec4(color, total_extinction);
}
*/
return vec4(color, absorbance);
}