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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
WIP nether shader
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@ -95,8 +95,6 @@ vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) {
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vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 sunVector, vec3 moonVector, out vec2 pid, out vec3 transmittance, const int iSteps, float noise) {
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const int jSteps = 4;
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vec3 sunvec2 = sunVector;
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vec3 viewPosition = (sky_planetRadius + eyeAltitude) * upVector;
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vec2 aid = rsi(viewPosition, viewVector, sky_atmosphereRadius);
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@ -111,9 +109,8 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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vec3 increment = viewVector * stepSize;
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vec3 position = viewVector * sd.x + viewPosition;
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position += increment * (0.34*noise);
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vec2 phaseSun = (pow(sky_phase(dot(viewVector, sunVector ), 0.6)*3, vec2(2)) + sky_phase(dot(viewVector, sunVector ), 0.8))/2;
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// phaseSun = sky_phase(dot(viewVector, sunVector ), 0.8);
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vec2 phaseSun = sky_phase(dot(viewVector, sunVector ), 0.8);
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vec2 phaseMoon = sky_phase(dot(viewVector, moonVector), sky_mieg);
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vec3 scatteringSun = vec3(0.0);
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@ -122,11 +119,8 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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transmittance = vec3(1.0);
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// float low_sun = clamp(pow(1.0-sunVector.y,10.0) + 1.0,1.0, 2.0);
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float high_sun = clamp(pow(sunvec2.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
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float low_sun = clamp(((1.0-abs(sunvec2.y))*3.) - high_sun,1.0,2.0) ;
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float high_sun = clamp(pow(sunVector.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
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float low_sun = clamp(((1.0-abs(sunVector.y))*3.) - high_sun,1.0,2.0) ;
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for (int i = 0; i < iSteps; ++i, position += increment) {
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vec3 density = sky_density(length(position));
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@ -147,6 +141,6 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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}
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vec3 scattering = scatteringSun * sunColorBase + scatteringAmbient * background + scatteringMoon*moonColorBase ;
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// scattering = vec3(0,high_sun*255.,0);
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return scattering;
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}
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