mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-23 01:02:33 +08:00
intial changes for commit #495
This commit is contained in:
@ -44,7 +44,7 @@ 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 uniformFog + medium_gradientFog + cloudyFog + rainyFog;
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return uniformFog + medium_gradientFog + cloudyFog;
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}
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float phaseRayleigh(float cosTheta) {
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@ -52,23 +52,29 @@ float phaseRayleigh(float cosTheta) {
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return cosTheta * mul_add.x + mul_add.y; // optimized version from [Elek09], divided by 4 pi for energy conservation
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}
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float fogPhase(float lightPoint){
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float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
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float linear = clamp(-lightPoint*0.5+0.5,0.0,1.0);
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float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
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float exponential = exp2(pow(linear,0.3) * -15.0 ) * 1.5;
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exponential += sqrt(exp2(sqrt(linear) * -12.5));
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// float exponential = 1.0 / (linear * 10.0 + 0.05);
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return exponential;
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}
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float phaseCloudFog(float x, float g){
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float gg = g * g;
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return (gg * -0.25 + 0.25) * pow(-2.0 * (g * x) + (gg + 1.0), -1.5) / 3.14;
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}
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uniform ivec2 eyeBrightness;
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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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inout float atmosphereAlpha
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in vec3 viewPosition,
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in vec2 dither,
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in vec3 LightColor,
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in vec3 AmbientColor,
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in vec3 AveragedAmbientColor,
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inout float atmosphereAlpha,
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inout vec3 sceneColor
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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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@ -101,8 +107,7 @@ vec4 GetVolumetricFog(
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dV *= maxLength;
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dVWorld *= maxLength;
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float dL_alternate = length(dVWorld);
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float dL = dL_alternate/8.0;
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float dL = length(dVWorld)/8.0;
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vec3 progress = start.xyz;
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vec3 progressW = vec3(0.0);
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@ -111,17 +116,23 @@ vec4 GetVolumetricFog(
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/// ------------- COLOR/LIGHTING STUFF ------------- \\\
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vec3 color = vec3(0.0);
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float totalAbsorbance = 1.0;
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vec3 finalAbsorbance = vec3(1.0);
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// float totalAbsorbance = 1.0;
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vec3 totalAbsorbance = vec3(1.0);
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float fogAbsorbance = 1.0;
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float atmosphereAbsorbance = 1.0;
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// float atmosphereAbsorbance = 1.0;
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vec3 atmosphereAbsorbance = vec3(1.0);
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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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float skyPhase = pow(clamp(normalize(wpos).y*0.5+0.5,0.0,1.0),4.0)*5.0;
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float sunPhase = fogPhase(SdotV)*5.0;// phaseCloudFog(SdotV, 0.9) + phaseCloudFog(SdotV, 0.85) + phaseCloudFog(SdotV, 0.5) * 5.0;
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float sunPhase2 = (phaseCloudFog(SdotV, 0.85) + phaseCloudFog(SdotV, 0.5)) * 5.0;
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float skyPhase = 2.0 + pow(1.0-pow(1.0-clamp(normalize(wpos).y*0.5+0.5,0.0,1.0),2.0),5.0)*2.0 ;//pow(clamp(normalize(wpos).y*0.5+0.5,0.0,1.0),4.0)*5.0;
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float rayL = phaseRayleigh(SdotV);
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vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5) ;
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@ -130,7 +141,7 @@ vec4 GetVolumetricFog(
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vec3 skyLightPhased = AmbientColor;
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vec3 LightSourcePhased = LightColor;
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skyLightPhased *= 1.0 + skyPhase;
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skyLightPhased *= skyPhase;
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LightSourcePhased *= sunPhase;
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#ifdef ambientLight_only
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@ -143,12 +154,6 @@ vec4 GetVolumetricFog(
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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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float atmosphereMult = 1.5;
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#endif
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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vec3 LightSourceColor = LightColor;
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@ -174,14 +179,16 @@ vec4 GetVolumetricFog(
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float lightLevelZero = pow(clamp(eyeBrightnessSmooth.y/240.0 ,0.0,1.0),3.0);
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// SkyLightColor *= lightLevelZero*0.9 + 0.1;
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vec3 finalsceneColor = vec3(0.0);
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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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float dd = pow(expFactor, float(i+dither.y)/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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// if(length(progressW-cameraPosition) > cloudDepth) break;
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//------------------------------------
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//------ SAMPLE SHADOWS FOR FOG EFFECTS
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//------------------------------------
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@ -212,7 +219,7 @@ vec4 GetVolumetricFog(
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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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sh *= GetCloudShadow(progressW, WsunVec*lightCol.a);
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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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@ -237,10 +244,9 @@ vec4 GetVolumetricFog(
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#endif
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vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz);
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vec3 lighting = DirectLight + indirectLight * (lightLevelZero*0.99 + 0.01) + Lightning;
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color += (lighting - lighting * fogVolumeCoeff) * fogAbsorbance;
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fogAbsorbance *= fogVolumeCoeff;
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vec3 lighting = DirectLight + indirectLight;// * (lightLevelZero*0.99 + 0.01) + Lightning;
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color += (lighting - lighting * fogVolumeCoeff) * totalAbsorbance;
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// kill fog absorbance when in caves.
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totalAbsorbance *= mix(1.0, fogVolumeCoeff, lightLevelZero);
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@ -252,26 +258,32 @@ vec4 GetVolumetricFog(
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#else
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float cloudPlaneCutoff = 1.0;
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#endif
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// maximum range for atmosphere haze, basically.
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float planetVolume = 1.0 - exp(clamp(1.0 - length(progressW-cameraPosition) / (16*150), 0.0,1.0) * -10);
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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 * cloudPlaneCutoff;
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vec2 airCoef = (exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * 192.0 * Haze_amount) * cloudPlaneCutoff * planetVolume;
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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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// calculate the atmosphere haze seperately and purely additive to color, do not contribute to absorbtion.
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vec3 atmosphereVolumeCoeff = exp(-(rL+m)*dd*dL_alternate);
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vec3 atmosphereVolumeCoeff = exp(-(rL+m)*dd*dL);
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// vec3 Atmosphere = LightSourcePhased * sh * (rayL*rL + sunPhase*m) + AveragedAmbientColor * (rL+m);
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vec3 Atmosphere = (LightSourcePhased * sh * (rayL*rL + sunPhase*m) + AveragedAmbientColor * (rL+m) * (lightLevelZero*0.99 + 0.01)) * inACave;
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color += (Atmosphere - Atmosphere * atmosphereVolumeCoeff) / (rL+m+1e-6) * atmosphereAbsorbance * totalAbsorbance;
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atmosphereAbsorbance *= dot(atmosphereVolumeCoeff, vec3(0.33333));
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color += (Atmosphere - Atmosphere * atmosphereVolumeCoeff) / (rL+m+1e-6) * atmosphereAbsorbance;
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// finalsceneColor = sceneColor * totalAbsorbance;
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atmosphereAbsorbance *= atmosphereVolumeCoeff*fogVolumeCoeff;
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//------------------------------------
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//------ LPV FOG EFFECT
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//------------------------------------
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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 * totalAbsorbance;
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * totalAbsorbance;
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#endif
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//------------------------------------
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//------ STUPID RENDER CLOUDS AS FOG EFFECT
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@ -333,271 +345,13 @@ vec4 GetVolumetricFog(
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}
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}
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#else
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if (totalAbsorbance < 1e-5) break;
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// if (totalAbsorbance < 1e-5) break;
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#endif
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}
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atmosphereAlpha = atmosphereAbsorbance;
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// sceneColor = finalsceneColor;
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// atmosphereAlpha = atmosphereAbsorbance;
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return vec4(color, totalAbsorbance);
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}
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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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// ){
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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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// /// ------------- RAYMARCHING STUFF ------------- \\\
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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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// //project view origin into projected shadowmap space
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// vec3 start = toShadowSpaceProjected(vec3(0.0));
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// //rayvector into projected shadow map space
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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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// #ifdef DISTANT_HORIZONS
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// float maxLength = min(length(dVWorld), max(dhFarPlane-1000,0.0))/length(dVWorld);
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// SAMPLECOUNT += SAMPLECOUNT;
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// #else
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// float maxLength = min(length(dVWorld), far)/length(dVWorld);
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// #endif
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// dV *= maxLength;
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// dVWorld *= maxLength;
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// float dL = length(dVWorld);
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// float mult = length(dVWorld)/25;
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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 * lightCol.a;
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// float SdotV = dot(sunVec,normalize(viewPosition))*lightCol.a;
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// /// ------------- COLOR/LIGHTING STUFF ------------- \\\
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// vec3 color = vec3(0.0);
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// vec3 absorbance = vec3(1.0);
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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 mie = fogPhase(SdotV) * 5.0;
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// float rayL = phaseRayleigh(SdotV);
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// vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5);
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// vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
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// vec3 skyLightPhased = AmbientColor;
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// vec3 LightSourcePhased = LightColor;
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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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// skyLightPhased = max(skyLightPhased + skyLightPhased*(normalize(wpos).y*0.9+0.1),0.0);
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// LightSourcePhased *= mie;
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// // float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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// float lightleakfix = 1.0 - caveDetection;
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// #ifdef RAYMARCH_CLOUDS_WITH_FOG
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// vec3 SkyLightColor = AmbientColor;
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// vec3 LightSourceColor = LightColor;
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// #ifdef ambientLight_only
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// LightSourceColor = vec3(0.0);
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// #endif
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// float shadowStep = 200.0;
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// vec3 dV_Sun = WsunVec*shadowStep;
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// float mieDay = phaseg(SdotV, 0.75);
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// float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ;
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// vec3 directScattering = LightSourceColor * mieDay * 3.14;
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// vec3 directMultiScattering = LightSourceColor * mieDayMulti * 3.14;
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// vec3 sunIndirectScattering = LightSourceColor * phaseg(dot(mat3(gbufferModelView)*vec3(0,1,0),normalize(viewPosition)), 0.5) * 3.14;
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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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// float atmosphereMult = 1.5;
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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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// 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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// // float curvature = 1-exp(-25*pow(clamp(1.0 - length(progressW - cameraPosition)/(32*80),0.0,1.0),2));
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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 pos = vec3(progress.xy*distortFactor, progress.z);
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// vec3 sh = vec3(1.0);
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// if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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// pos = pos*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, pos).x);
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// if(shadow2D(shadowtex1, pos).x > pos.z && sh.x < 1.0){
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// vec4 translucentShadow = texture2D(shadowcolor0, pos.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, pos).x);
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// #endif
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// }
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// vec3 sh2 = sh;
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// #ifdef VL_CLOUDS_SHADOWS
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// // if(clamp(progressW.y - CloudLayer1_height,0.0,1.0) < 1.0 && clamp(progressW.y-50,0.0,1.0) > 0.0)
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// sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
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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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// float densityVol = cloudVol(progressW, maxDistance) * lightleakfix;
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// #else
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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*300.0;
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// ///// ----- main fog lighting
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// //Just air
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// vec2 airCoef = exp(-max(progressW.y - SEA_LEVEL, 0.0) / vec2(8.0e3, 1.2e3) * vec2(6.,7.0)) * (atmosphereMult * 24.0) * Haze_amount * clamp(CloudLayer0_height - progressW.y + max(eyeAltitude-(CloudLayer0_height-50),0),0.0,1.0);
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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 = (airCoef.y+density) * mC;
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// #ifdef PER_BIOME_ENVIRONMENT
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// vec3 Atmosphere = mix(skyLightPhased, biomeDirect, maxDistance) * (rL + m); // not pbr so just make the atmosphere also dense fog heh
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// vec3 DirectLight = mix(LightSourcePhased, biomeIndirect, maxDistance) * sh * (rL*rayL + m);
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// #else
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// vec3 Atmosphere = skyLightPhased * (rL + m); // not pbr so just make the atmosphere also dense fog heh
|
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// vec3 DirectLight = LightSourcePhased * sh * (rL*rayL + m);
|
||||
// #endif
|
||||
// vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz) * (rL + m);
|
||||
|
||||
// vec3 foglighting = (Atmosphere + DirectLight + Lightning) * lightleakfix;
|
||||
|
||||
|
||||
|
||||
// color += (foglighting - foglighting * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
|
||||
// absorbance *= clamp(exp(-(rL+m)*dd*dL),0.0,1.0);
|
||||
|
||||
// #ifdef RAYMARCH_CLOUDS_WITH_FOG
|
||||
// //////////////////////////////////////////
|
||||
// ///// ----- cloud part
|
||||
// //////////////////////////////////////////
|
||||
// // curvature = clamp(1.0 - length(progressW - cameraPosition)/(32*128),0.0,1.0);
|
||||
|
||||
|
||||
// float otherlayer = max(progressW.y - (CloudLayer0_height+99.5), 0.0) > 0.0 ? 0.0 : 1.0;
|
||||
|
||||
// float DUAL_MIN_HEIGHT = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
|
||||
// float DUAL_MAX_HEIGHT = DUAL_MIN_HEIGHT + 100.0;
|
||||
|
||||
// float DUAL_DENSITY = otherlayer > 0.0 ? CloudLayer0_density : CloudLayer1_density;
|
||||
|
||||
// if(clamp(progressW.y - DUAL_MAX_HEIGHT,0.0,1.0) < 1.0 && clamp(progressW.y - DUAL_MIN_HEIGHT,0.0,1.0) > 0.0){
|
||||
|
||||
// float DUAL_MIN_HEIGHT_2 = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
|
||||
// float DUAL_MAX_HEIGHT_2 = DUAL_MIN_HEIGHT + 100.0;
|
||||
|
||||
// float cumulus = GetCumulusDensity(-1, progressW, 1, CloudLayer0_height, CloudLayer1_height);
|
||||
// float fadedDensity = DUAL_DENSITY * clamp(exp( (progressW.y - (DUAL_MAX_HEIGHT - 75)) / 9.0 ),0.0,1.0);
|
||||
|
||||
// float muE = cumulus*fadedDensity;
|
||||
// float directLight = 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 = GetCumulusDensity(-1, shadowSamplePos, 0, DUAL_MIN_HEIGHT, DUAL_MAX_HEIGHT) * DUAL_DENSITY;
|
||||
|
||||
// directLight += shadow;
|
||||
// }
|
||||
|
||||
// /// shadows cast from one layer to another
|
||||
// /// large cumulus -> small cumulus
|
||||
// #if defined CloudLayer1 && defined CloudLayer0
|
||||
// if(otherlayer > 0.0) directLight += LAYER1_DENSITY * 2.0 * GetCumulusDensity(1, progressW + dV_Sun/abs(dV_Sun.y) * max((LAYER1_minHEIGHT+70*dither.y) - progressW.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT);
|
||||
// #endif
|
||||
// // // altostratus -> cumulus
|
||||
// // #ifdef CloudLayer2
|
||||
// // vec3 HighAlt_shadowPos = rayProgress + dV_Sun/abs(dV_Sun.y) * max(LAYER2_HEIGHT - rayProgress.y,0.0);
|
||||
// // float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos) * CloudLayer2_density;
|
||||
// // directLight += HighAlt_shadow;
|
||||
// // #endif
|
||||
|
||||
|
||||
// float skyScatter = clamp(((DUAL_MAX_HEIGHT - 20 - progressW.y) / 275.0) * (0.5+DUAL_DENSITY),0.0,1.0);
|
||||
// float distantfade = 1- exp( -10*pow(clamp(1.0 - length(progressW - cameraPosition)/(32*65),0.0,1.0),2));
|
||||
// vec3 cloudlighting = DoCloudLighting(cloudDensity * cumulus, SkyLightColor, skyScatter, directLight, directScattering*sh2, directMultiScattering*sh2, 1);
|
||||
|
||||
// color += max(cloudlighting - cloudlighting*exp(-muE*dd*dL),0.0) * absorbance;
|
||||
// absorbance *= max(exp(-muE*dd*dL),0.0);
|
||||
// }
|
||||
|
||||
// #endif
|
||||
|
||||
// if (min(dot(absorbance,vec3(0.335)),1.0) < 1e-5) break;
|
||||
// }
|
||||
// return vec4(color, min(dot(absorbance,vec3(0.335)),1.0));
|
||||
// }
|
||||
}
|
Reference in New Issue
Block a user