More jitter DOF stuff

blur sky, and improve DOF a tiny bit, add a focus strength slider and focal point indicator. also tweaked the clouds a little
This commit is contained in:
Xonk
2023-01-15 23:26:07 -05:00
parent a27670329a
commit 92943470f4
8 changed files with 1128 additions and 19 deletions

View File

@ -176,14 +176,14 @@ vec3 Cloud_lighting(
float ambientShading = exp(-SkyShadowing * 50. + powder)*powder ;
vec3 ambientLighting = SkyColors * ambientShading;
// if(cloudType == 1) ambientLighting = SkyColors * powder;
vec3 sunLighting = exp(-SunShadowing)*sunContribution + exp(-SunShadowing * 0.2)*sunContributionMulti;
sunLighting *= powder;
vec3 moonLighting = ( exp2(-MoonShadowing * 2.0 )*moonContribution + exp(-MoonShadowing * 0.2 )*moonContributionMulti ) * powder;
vec3 moonLighting = exp(-MoonShadowing)*moonContribution + exp(-MoonShadowing * 0.2)*moonContributionMulti;
moonLighting *= powder;
return ambientLighting + sunLighting ;
return ambientLighting + sunLighting + moonLighting;
@ -286,10 +286,10 @@ vec4 renderClouds(
// float mieDay = mix(phaseg(SdotV,0.75), mieDayMulti,0.8)*3.14;
float mieDayMulti = phaseg(SdotV, 0.35);
float mieDay = (phaseg(SdotV,0.75) + mieDayMulti)*2.0;
float mieDay = phaseg(SdotV,0.75) + mieDayMulti;
float mieNightMulti = phaseg(-SdotV, 0.35)*3.14;
float mieNight = mix(phaseg(-SdotV,0.9), mieNightMulti,0.5)*3.14;
float mieNightMulti = phaseg(-SdotV, 0.35);
float mieNight = phaseg(-SdotV,0.75) + mieNightMulti;
vec3 sunContribution = mieDay*sunColor*3.14;
vec3 sunContributionMulti = mieDayMulti*sunColor*3.14;