mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
Balance cloud lighting. remake altocumulus shapes. Add daily weather profiles. Add rainy weather. clean vl fog code and fix atmospheric haze contribution to bloomy fog. add motion blur. add new composite pass dedicated to post processing effects (damage effects, motion blur, whatever). fix waving for tall plants. fix broken lighting when HQ ambient light is enabled. improve screenspace SSS on DH chunks. add more DH settings. add "large waves" setting for water. make moonlight slightly darker. improve cave fog. remade cave detection. fix upscaling scaling issues
This commit is contained in:
@ -44,6 +44,7 @@ uniform vec3 sunPosition;
|
||||
uniform vec3 cameraPosition;
|
||||
// uniform float far;
|
||||
uniform ivec2 eyeBrightnessSmooth;
|
||||
uniform float caveDetection;
|
||||
|
||||
|
||||
vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
|
||||
@ -190,19 +191,15 @@ if (gl_FragCoord.x > pixelPos6.x && gl_FragCoord.x < pixelPos6.x + 1 && gl_FragC
|
||||
ivec2 pixelPos = ivec2(0,0);
|
||||
if (gl_FragCoord.x > 1 && gl_FragCoord.x < 4 && gl_FragCoord.y > 1 && gl_FragCoord.y < 2){
|
||||
|
||||
mixhistory = 0.01;
|
||||
mixhistory = 0.005;
|
||||
|
||||
if(gl_FragCoord.x < 2) gl_FragData[0] = vec4(dailyWeatherParams0.rgb,1.0);
|
||||
if(gl_FragCoord.x > 2) gl_FragData[0] = vec4(dailyWeatherParams1.rgb,1.0);
|
||||
if(gl_FragCoord.x > 3) gl_FragData[0] = vec4(dailyWeatherParams0.a, dailyWeatherParams1.a, 0.0, 1.0);
|
||||
if(gl_FragCoord.x < 2) gl_FragData[0] = vec4(dailyWeatherParams0.rgb * 2.0,1.0);
|
||||
if(gl_FragCoord.x > 2) gl_FragData[0] = vec4(dailyWeatherParams1.rgb * 2.0,1.0);
|
||||
if(gl_FragCoord.x > 3) gl_FragData[0] = vec4(dailyWeatherParams0.a * 2.0, dailyWeatherParams1.a * 2.0, 0.0, 1.0);
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////
|
||||
/// --- STORE COLOR LUT --- ///
|
||||
///////////////////////////////
|
||||
@ -213,7 +210,6 @@ if (gl_FragCoord.x > pixelPos6.x && gl_FragCoord.x < pixelPos6.x + 1 && gl_FragC
|
||||
vec3 skyGroundCol = skyFromTex(vec3(0, -1 ,0), colortex4).rgb;// * clamp(WsunVec.y*2.0,0.2,1.0);
|
||||
|
||||
|
||||
|
||||
/// --- Save light values
|
||||
if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
|
||||
gl_FragData[0] = vec4(averageSkyCol_Clouds * AmbientLightTint,1.0);
|
||||
@ -248,19 +244,16 @@ if (gl_FragCoord.x > pixelPos6.x && gl_FragCoord.x < pixelPos6.x + 1 && gl_FragC
|
||||
|
||||
/// --- Sky only
|
||||
if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
|
||||
|
||||
|
||||
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.+tempOffsets/256.,0.0,1.0);
|
||||
vec3 viewVector = cartToSphere(p);
|
||||
|
||||
vec2 planetSphere = vec2(0.0);
|
||||
vec3 sky = vec3(0.0);
|
||||
vec3 skyAbsorb = vec3(0.0);
|
||||
|
||||
// float GroundDarkening = (exp2(-15 * clamp(-viewVector.y,0.0,1.0)) * 0.7+0.3); // darken the ground in the sky.
|
||||
sky = calculateAtmosphere((averageSkyCol*4000./2.0) , viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
|
||||
|
||||
// sky = mix(sky, (averageSkyCol + skyAbsorb)*4000./2.0, (1.0 - exp(pow(clamp(-viewVector.y+0.5,0.0,1.0),2) * -25)));
|
||||
|
||||
vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
|
||||
|
||||
sky = calculateAtmosphere((averageSkyCol*4000./2.0), viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
|
||||
|
||||
// fade atmosphere conditions for rain away when you pass above the cloud plane.
|
||||
float heightRelativeToClouds = clamp(1.0 - max(eyeAltitude - CloudLayer0_height,0.0) / 200.0 ,0.0,1.0);
|
||||
@ -270,7 +263,7 @@ if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
|
||||
sky *= vec3(0.0, 0.18, 0.35);
|
||||
#endif
|
||||
|
||||
gl_FragData[0] = vec4(sky / 4000.0 * Sky_Brightness, 1.0);
|
||||
gl_FragData[0] = vec4(sky / 4000.0, 1.0);
|
||||
}
|
||||
|
||||
/// --- Sky + clouds + fog
|
||||
@ -278,7 +271,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
|
||||
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
|
||||
vec3 viewVector = cartToSphere(p);
|
||||
|
||||
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition) * ( float(sunElevation > 1e-5)*2.0-1.0 );
|
||||
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition) ;// * ( float(sunElevation > 1e-5)*2.0-1.0 );
|
||||
|
||||
vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.0;
|
||||
|
||||
@ -291,8 +284,8 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
|
||||
vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*2.0, skyGroundCol/30.0);
|
||||
sky = sky*clouds.a + clouds.rgb / 5.0;
|
||||
|
||||
sky = mix(dot(sky,vec3(0.333)) * vec3(0.5), sky, pow(clamp(viewVector.y+1.0,0.0,1.0),5));
|
||||
vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0);
|
||||
sky = mix(dot(sky, vec3(0.333)) * vec3(0.5), sky, pow(clamp(viewVector.y+1.0,0.0,1.0),5));
|
||||
vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0, averageSkyCol_Clouds/30.0);
|
||||
|
||||
sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0;
|
||||
|
||||
|
Reference in New Issue
Block a user