veloren/assets/voxygen/shaders/include/lod.glsl

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#include <random.glsl>
#include <sky.glsl>
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uniform sampler2D t_map;
uniform sampler2D t_horizon;
vec3 linear_to_srgb(vec3 col) {
vec3 s1 = vec3(sqrt(col.r), sqrt(col.g), sqrt(col.b));
vec3 s2 = vec3(sqrt(s1.r), sqrt(s1.g), sqrt(s1.b));
vec3 s3 = vec3(sqrt(s2.r), sqrt(s2.g), sqrt(s2.b));
return vec3(
mix(11.500726 * col.r, (0.585122381 * s1.r + 0.783140355 * s2.r - 0.368262736 * s3.r), clamp((col.r - 0.0060) * 10000.0, 0.0, 1.0)),
mix(11.500726 * col.g, (0.585122381 * s1.g + 0.783140355 * s2.g - 0.368262736 * s3.g), clamp((col.g - 0.0060) * 10000.0, 0.0, 1.0)),
mix(11.500726 * col.b, (0.585122381 * s1.b + 0.783140355 * s2.b - 0.368262736 * s3.b), clamp((col.b - 0.0060) * 10000.0, 0.0, 1.0))
);
}
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vec2 pos_to_uv(vec2 pos) {
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vec2 uv_pos = (pos + 16) / 32768.0;
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return vec2(uv_pos.x, 1.0 - uv_pos.y);
}
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// textureBicubic from https://stackoverflow.com/a/42179924
vec4 cubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0/6.0);
}
vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
vec2 texSize = textureSize(sampler, 0);
vec2 invTexSize = 1.0 / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texture(sampler, offset.xz);
vec4 sample1 = texture(sampler, offset.yz);
vec4 sample2 = texture(sampler, offset.xw);
vec4 sample3 = texture(sampler, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx), mix(sample1, sample0, sx)
, sy);
}
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float alt_at(vec2 pos) {
return texture/*textureBicubic*/(t_map, pos_to_uv(pos)).a * (1300.0) + 140.0;
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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return 0.0
+ pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
+ texture(t_noise, pos * 0.001).x * 100.0
+ texture(t_noise, pos * 0.003).x * 30.0;
}
float horizon_at(vec3 pos, /*float time_of_day*/vec3 light_dir) {
// vec3 sun_dir = get_sun_dir(time_of_day);
const float PI_2 = 3.1415926535897932384626433832795 / 2.0;
const float MIN_LIGHT = 0.115;
/*
let shade_frac = horizon_map
.and_then(|(angles, heights)| {
chunk_idx
.and_then(|chunk_idx| angles.get(chunk_idx))
.map(|&e| (e as f64, heights))
})
.and_then(|(e, heights)| {
chunk_idx
.and_then(|chunk_idx| heights.get(chunk_idx))
.map(|&f| (e, f as f64))
})
.map(|(angle, height)| {
let w = 0.1;
if angle != 0.0 && light_direction.x != 0.0 {
let deltax = height / angle;
let lighty = (light_direction.y / light_direction.x * deltax).abs();
let deltay = lighty - height;
let s = (deltay / deltax / w).min(1.0).max(0.0);
// Smoothstep
s * s * (3.0 - 2.0 * s)
} else {
1.0
}
})
.unwrap_or(1.0);
*/
float alt = alt_at(pos.xy);
vec4 f_horizons = textureBicubic(t_horizon, pos_to_uv(pos.xy));
f_horizons.xyz = linear_to_srgb(f_horizons.xyz);
vec2 f_horizon;
if (light_dir.z >= 0) {
return MIN_LIGHT;
}
if (light_dir.x >= 0) {
f_horizon = f_horizons.rg;
} else {
f_horizon = f_horizons.ba;
}
float angle = tan(f_horizon.x * PI_2);
float height = f_horizon.y * /*1300.0*/1278.7266845703125 + 140.0;
const float w = 0.1;
float deltah = height - alt;
if (deltah < 0.0001 || angle < 0.0001 || abs(light_dir.x) < 0.0001) {
return 1.0;
} else {
float lighta = abs(light_dir.z / light_dir.x);
float deltax = deltah / angle;
float lighty = lighta * deltax;
float deltay = lighty - (deltah + max(pos.z - alt, 0.0));
float s = max(min(max(deltay, 0.0) / deltax / w, 1.0), 0.0);
return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT);
/* if (lighta >= angle) {
return 1.0;
} else {
return MIN_LIGHT;
} */
// float deltah = height - alt;
// float deltah = max(height - alt, 0.0);
// float lighty = abs(sun_dir.z / sun_dir.x * deltax);
// float lighty = abs(sun_dir.z / sun_dir.x * deltax);
// float deltay = lighty - /*pos.z*//*deltah*/(deltah + max(pos.z - alt, 0.0))/*deltah*/;
// float s = max(min(max(deltay, 0.0) / deltax / w, 1.0), 0.0);
// Smoothstep
return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT);
}
}
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vec2 splay(vec2 pos) {
return pos * pow(length(pos) * 0.5, 3.0);
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}
vec3 lod_norm(vec2 pos) {
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const float SAMPLE_W = 32;
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float altx0 = alt_at(pos + vec2(-1, 0) * SAMPLE_W);
float altx1 = alt_at(pos + vec2(1, 0) * SAMPLE_W);
float alty0 = alt_at(pos + vec2(0, -1) * SAMPLE_W);
float alty1 = alt_at(pos + vec2(0, 1) * SAMPLE_W);
float slope = abs(altx1 - altx0) + abs(alty0 - alty1);
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return normalize(vec3(
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(altx0 - altx1) / SAMPLE_W,
(alty0 - alty1) / SAMPLE_W,
SAMPLE_W / (slope + 0.00001) // Avoid NaN
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));
}
vec3 lod_pos(vec2 v_pos, vec2 focus_pos) {
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vec2 hpos = focus_pos.xy + splay(v_pos) * 1000000.0;
// Remove spiking by "pushing" vertices towards local optima
vec2 nhpos = hpos;
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for (int i = 0; i < 3; i ++) {
nhpos -= lod_norm(hpos).xy * 15.0;
}
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hpos = hpos + normalize(nhpos - hpos + 0.001) * min(length(nhpos - hpos), 32);
return vec3(hpos, alt_at(hpos));
}
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vec3 lod_col(vec2 pos) {
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//return vec3(0, 0.5, 0);
return linear_to_srgb(textureBicubic(t_map, pos_to_uv(pos)).rgb);
//+ (texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1;
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}