2019-08-15 01:35:56 +00:00
|
|
|
#include <random.glsl>
|
|
|
|
|
2019-11-17 22:41:00 +00:00
|
|
|
uniform sampler2D t_noise;
|
|
|
|
|
2019-06-05 15:22:06 +00:00
|
|
|
const float PI = 3.141592;
|
2019-05-31 20:37:11 +00:00
|
|
|
|
2019-08-12 01:53:48 +00:00
|
|
|
const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9);
|
|
|
|
const vec3 SKY_DAY_MID = vec3(0.02, 0.08, 0.8);
|
2019-11-18 01:01:15 +00:00
|
|
|
const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3);
|
2019-09-24 06:42:09 +00:00
|
|
|
const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0);
|
2019-09-25 13:16:02 +00:00
|
|
|
const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0);
|
2019-06-15 17:23:01 +00:00
|
|
|
|
2019-08-20 15:26:12 +00:00
|
|
|
const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
|
|
|
|
const vec3 SKY_DUSK_MID = vec3(0.35, 0.1, 0.15);
|
|
|
|
const vec3 SKY_DUSK_BOT = vec3(0.0, 0.1, 0.13);
|
2019-10-14 09:48:40 +00:00
|
|
|
const vec3 DUSK_LIGHT = vec3(3.0, 1.5, 0.3);
|
2019-09-25 13:16:02 +00:00
|
|
|
const vec3 SUN_HALO_DUSK = vec3(0.6, 0.1, 0.0);
|
2019-06-15 17:23:01 +00:00
|
|
|
|
2019-07-08 21:10:48 +00:00
|
|
|
const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
|
|
|
|
const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
|
2019-06-29 15:34:32 +00:00
|
|
|
const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
|
2019-06-29 15:46:54 +00:00
|
|
|
const vec3 NIGHT_LIGHT = vec3(0.002, 0.01, 0.03);
|
2019-06-15 17:23:01 +00:00
|
|
|
|
2019-06-18 23:59:40 +00:00
|
|
|
vec3 get_sun_dir(float time_of_day) {
|
|
|
|
const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
|
|
|
|
|
|
|
|
float sun_angle_rad = time_of_day * TIME_FACTOR;
|
2019-11-14 16:34:34 +00:00
|
|
|
return vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
|
|
|
|
}
|
|
|
|
|
|
|
|
vec3 get_moon_dir(float time_of_day) {
|
|
|
|
const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
|
2019-06-18 23:59:40 +00:00
|
|
|
|
2019-11-14 16:34:34 +00:00
|
|
|
float moon_angle_rad = time_of_day * TIME_FACTOR;
|
2019-11-14 16:42:02 +00:00
|
|
|
return normalize(-vec3(sin(moon_angle_rad), 0.0, cos(moon_angle_rad) - 0.5));
|
2019-06-18 23:59:40 +00:00
|
|
|
}
|
|
|
|
|
2019-09-25 09:41:51 +00:00
|
|
|
const float PERSISTENT_AMBIANCE = 0.1;
|
|
|
|
|
2019-06-18 23:59:40 +00:00
|
|
|
float get_sun_brightness(vec3 sun_dir) {
|
2019-10-16 09:57:43 +00:00
|
|
|
return max(-sun_dir.z + 0.6, 0.0) * 0.9;
|
2019-06-18 23:59:40 +00:00
|
|
|
}
|
|
|
|
|
2019-11-14 16:34:34 +00:00
|
|
|
float get_moon_brightness(vec3 moon_dir) {
|
2019-11-14 16:36:36 +00:00
|
|
|
return max(-moon_dir.z + 0.6, 0.0) * 0.07;
|
2019-11-14 16:34:34 +00:00
|
|
|
}
|
|
|
|
|
2019-11-17 22:41:00 +00:00
|
|
|
vec3 get_sun_color(vec3 sun_dir) {
|
|
|
|
return mix(
|
|
|
|
mix(
|
|
|
|
DUSK_LIGHT,
|
|
|
|
NIGHT_LIGHT,
|
|
|
|
max(sun_dir.z, 0)
|
|
|
|
),
|
|
|
|
DAY_LIGHT,
|
|
|
|
max(-sun_dir.z, 0)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
vec3 get_moon_color(vec3 moon_dir) {
|
|
|
|
return vec3(0.15, 0.15, 1.5);
|
|
|
|
}
|
|
|
|
|
2019-10-08 11:07:10 +00:00
|
|
|
void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light, float diffusion) {
|
2019-10-16 09:57:43 +00:00
|
|
|
const float SUN_AMBIANCE = 0.1;
|
2019-06-18 23:59:40 +00:00
|
|
|
|
|
|
|
vec3 sun_dir = get_sun_dir(time_of_day);
|
2019-11-14 16:34:34 +00:00
|
|
|
vec3 moon_dir = get_moon_dir(time_of_day);
|
2019-06-18 23:59:40 +00:00
|
|
|
|
|
|
|
float sun_light = get_sun_brightness(sun_dir);
|
2019-11-14 16:34:34 +00:00
|
|
|
float moon_light = get_moon_brightness(moon_dir);
|
2019-06-18 23:59:40 +00:00
|
|
|
|
2019-08-03 09:55:45 +00:00
|
|
|
// clamp() changed to max() as sun_dir.z is produced from a cos() function and therefore never greater than 1
|
|
|
|
|
2019-11-17 22:41:00 +00:00
|
|
|
vec3 sun_color = get_sun_color(sun_dir);
|
2019-06-29 15:34:32 +00:00
|
|
|
|
2019-11-17 22:41:00 +00:00
|
|
|
vec3 moon_color = get_moon_color(moon_dir);
|
2019-09-24 20:05:53 +00:00
|
|
|
|
2019-11-14 16:34:34 +00:00
|
|
|
vec3 sun_chroma = sun_color * sun_light;
|
|
|
|
vec3 moon_chroma = moon_color * moon_light;
|
|
|
|
|
|
|
|
light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
|
|
|
|
diffuse_light =
|
|
|
|
sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.6 + 0.4, 0.0), diffusion) +
|
|
|
|
moon_chroma * mix(1.0, pow(max(dot(-norm, moon_dir), 0.0), 2.0), diffusion) +
|
|
|
|
PERSISTENT_AMBIANCE;
|
|
|
|
ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light);
|
2019-06-18 23:59:40 +00:00
|
|
|
}
|
|
|
|
|
2019-08-04 10:32:50 +00:00
|
|
|
// This has been extracted into a function to allow quick exit when detecting a star.
|
2019-08-04 11:24:56 +00:00
|
|
|
float is_star_at(vec3 dir) {
|
2019-08-04 10:32:50 +00:00
|
|
|
float star_scale = 30.0;
|
|
|
|
|
|
|
|
for (int i = 0; i < 2; i ++) {
|
|
|
|
for (int j = 0; j < 2; j ++) {
|
|
|
|
for (int k = 0; k < 2; k ++) {
|
|
|
|
// Star positions
|
|
|
|
vec3 pos = (floor(dir * star_scale) + vec3(i, j, k) - vec3(0.5)) / star_scale;
|
|
|
|
|
|
|
|
// Noisy offsets
|
2019-08-15 01:35:56 +00:00
|
|
|
pos += (3.0 / star_scale) * rand_perm_3(pos);
|
2019-08-04 10:32:50 +00:00
|
|
|
|
|
|
|
// Find distance to fragment
|
|
|
|
float dist = length(normalize(pos) - dir);
|
|
|
|
|
|
|
|
// Star threshold
|
|
|
|
if (dist < 0.0015) {
|
|
|
|
return 1.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2019-06-23 17:46:04 +00:00
|
|
|
}
|
|
|
|
|
2019-08-03 09:55:45 +00:00
|
|
|
return 0.0;
|
|
|
|
}
|
2019-06-23 17:46:04 +00:00
|
|
|
|
2019-11-18 10:02:05 +00:00
|
|
|
const float CLOUD_AVG_HEIGHT = 1125.0;
|
2019-11-17 22:41:00 +00:00
|
|
|
const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 100.0;
|
|
|
|
const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 100.0;
|
|
|
|
const float CLOUD_THRESHOLD = 0.3;
|
|
|
|
const float CLOUD_SCALE = 1.0;
|
2019-11-18 01:01:15 +00:00
|
|
|
const float CLOUD_DENSITY = 100.0;
|
2019-11-17 22:41:00 +00:00
|
|
|
|
|
|
|
float spow(float x, float e) {
|
|
|
|
return sign(x) * pow(abs(x), e);
|
|
|
|
}
|
|
|
|
|
2019-11-18 08:00:17 +00:00
|
|
|
float vsum(vec3 v) {
|
|
|
|
return v.x + v.y + v.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
vec2 cloud_at(vec3 pos) {
|
2019-11-18 01:01:15 +00:00
|
|
|
float tick_offs = 0.0
|
2019-11-18 10:02:05 +00:00
|
|
|
+ texture(t_noise, pos.xy * 0.0001).x * 1.0
|
|
|
|
+ texture(t_noise, pos.xy * 0.000003).x * 5.0;
|
2019-11-17 22:41:00 +00:00
|
|
|
|
|
|
|
float value = (
|
|
|
|
0.0
|
2019-11-18 10:02:05 +00:00
|
|
|
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 - tick.x * 0.002 + tick_offs).x
|
|
|
|
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 + tick.x * 0.005).x * 0.5
|
2019-11-18 01:01:15 +00:00
|
|
|
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.02).x * 0.25
|
|
|
|
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0075 - tick.x * 0.03).x * 0.07
|
|
|
|
) / 2.85;
|
2019-11-17 22:41:00 +00:00
|
|
|
|
2019-11-18 01:01:15 +00:00
|
|
|
float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 800.0, 0.0) * CLOUD_DENSITY;
|
2019-11-17 22:41:00 +00:00
|
|
|
|
2019-11-18 10:02:05 +00:00
|
|
|
float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.5) * 0.5, 1.0) / 0.75;
|
2019-11-17 22:41:00 +00:00
|
|
|
|
2019-11-18 08:00:17 +00:00
|
|
|
return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 10000));
|
2019-11-17 22:41:00 +00:00
|
|
|
}
|
|
|
|
|
2019-11-18 10:02:05 +00:00
|
|
|
vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) {
|
2019-11-18 08:00:17 +00:00
|
|
|
const float INCR = 0.05;
|
2019-11-18 01:01:15 +00:00
|
|
|
|
2019-11-17 22:41:00 +00:00
|
|
|
float mind = (CLOUD_HEIGHT_MIN - cam_pos.z) / dir.z;
|
|
|
|
float maxd = (CLOUD_HEIGHT_MAX - cam_pos.z) / dir.z;
|
|
|
|
|
|
|
|
float start = max(min(mind, maxd), 0.0);
|
|
|
|
float delta = abs(mind - maxd);
|
|
|
|
|
2019-11-18 10:02:05 +00:00
|
|
|
float incr = min(INCR + start / 100000.0, INCR * 2.0) / quality;
|
2019-11-18 01:01:15 +00:00
|
|
|
|
2019-11-18 10:36:48 +00:00
|
|
|
float fuzz = texture(t_noise, dir.xz * 100000.0).x * 2.0 * incr * delta;
|
2019-11-18 01:01:15 +00:00
|
|
|
|
2019-11-17 22:41:00 +00:00
|
|
|
if (delta <= 0.0) {
|
|
|
|
return vec4(0);
|
|
|
|
}
|
|
|
|
|
2019-11-18 08:00:17 +00:00
|
|
|
float cloud_shade = 1.0;
|
2019-11-17 22:41:00 +00:00
|
|
|
float passthrough = 1.0;
|
2019-11-18 01:01:15 +00:00
|
|
|
for (float d = 0.0; d < 1.0; d += incr) {
|
|
|
|
float dist = start + d * delta + fuzz;
|
2019-11-17 22:41:00 +00:00
|
|
|
vec3 pos = cam_pos.xyz + dir * dist;
|
2019-11-18 08:00:17 +00:00
|
|
|
vec2 sample = cloud_at(pos);
|
2019-11-18 01:01:15 +00:00
|
|
|
float factor;
|
2019-11-18 10:47:52 +00:00
|
|
|
if (dist > max_dist) {
|
|
|
|
break;
|
2019-11-18 01:01:15 +00:00
|
|
|
}
|
|
|
|
|
2019-11-18 10:47:52 +00:00
|
|
|
float integral = sample.y * incr;
|
2019-11-18 08:00:17 +00:00
|
|
|
passthrough *= 1.0 - integral;
|
|
|
|
cloud_shade = mix(cloud_shade, sample.x, passthrough * integral);
|
2019-11-17 22:41:00 +00:00
|
|
|
}
|
|
|
|
|
2019-11-18 10:36:48 +00:00
|
|
|
return vec4(vec3(cloud_shade), 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003));
|
2019-11-17 22:41:00 +00:00
|
|
|
}
|
|
|
|
|
2019-11-18 10:02:05 +00:00
|
|
|
vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, float quality, bool with_stars) {
|
2019-08-03 09:55:45 +00:00
|
|
|
// Sky color
|
2019-06-23 17:46:04 +00:00
|
|
|
vec3 sun_dir = get_sun_dir(time_of_day);
|
2019-11-14 16:34:34 +00:00
|
|
|
vec3 moon_dir = get_moon_dir(time_of_day);
|
2019-06-23 17:46:04 +00:00
|
|
|
|
2019-08-03 09:55:45 +00:00
|
|
|
// Add white dots for stars. Note these flicker and jump due to FXAA
|
2019-08-20 15:26:12 +00:00
|
|
|
float star = 0.0;
|
|
|
|
if (with_stars) {
|
|
|
|
star = is_star_at(dir);
|
|
|
|
}
|
2019-08-03 09:55:45 +00:00
|
|
|
|
2019-11-18 10:47:52 +00:00
|
|
|
// Sun
|
|
|
|
const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 200.0;
|
|
|
|
|
|
|
|
vec3 sun_halo_color = mix(
|
|
|
|
SUN_HALO_DUSK,
|
|
|
|
SUN_HALO_DAY,
|
|
|
|
max(-sun_dir.z, 0)
|
|
|
|
);
|
|
|
|
|
|
|
|
vec3 sun_halo = pow(max(dot(dir, -sun_dir) + 0.1, 0.0), 8.0) * sun_halo_color;
|
|
|
|
vec3 sun_surf = pow(max(dot(dir, -sun_dir) - 0.001, 0.0), 3000.0) * SUN_SURF_COLOR;
|
|
|
|
vec3 sun_light = (sun_halo + sun_surf) * clamp(dir.z * 10.0, 0, 1);
|
|
|
|
|
|
|
|
// Moon
|
|
|
|
const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 500.0;
|
|
|
|
|
|
|
|
vec3 moon_halo_color = vec3(0.015, 0.015, 0.03);
|
|
|
|
|
|
|
|
vec3 moon_halo = pow(max(dot(dir, -moon_dir) + 0.1, 0.0), 8.0) * moon_halo_color;
|
|
|
|
vec3 moon_surf = pow(max(dot(dir, -moon_dir) - 0.001, 0.0), 3000.0) * MOON_SURF_COLOR;
|
|
|
|
vec3 moon_light = clamp(moon_halo + moon_surf, vec3(0), vec3(clamp(dir.z * 3.0, 0, 1)));
|
|
|
|
|
2019-08-03 09:55:45 +00:00
|
|
|
// Replaced all clamp(sun_dir, 0, 1) with max(sun_dir, 0) because sun_dir is calculated from sin and cos, which are never > 1
|
|
|
|
|
2019-06-23 17:46:04 +00:00
|
|
|
vec3 sky_top = mix(
|
|
|
|
mix(
|
2019-11-18 10:47:52 +00:00
|
|
|
SKY_DUSK_TOP + star / (1.0 + moon_surf * 100.0),
|
|
|
|
SKY_NIGHT_TOP + star / (1.0 + moon_surf * 100.0),
|
2019-09-25 09:41:51 +00:00
|
|
|
max(pow(sun_dir.z, 0.2), 0)
|
2019-08-03 09:55:45 +00:00
|
|
|
),
|
2019-06-23 17:46:04 +00:00
|
|
|
SKY_DAY_TOP,
|
2019-08-03 09:55:45 +00:00
|
|
|
max(-sun_dir.z, 0)
|
2019-08-04 14:30:45 +00:00
|
|
|
);
|
2019-06-23 17:46:04 +00:00
|
|
|
|
|
|
|
vec3 sky_mid = mix(
|
|
|
|
mix(
|
|
|
|
SKY_DUSK_MID,
|
|
|
|
SKY_NIGHT_MID,
|
2019-09-25 09:41:51 +00:00
|
|
|
max(pow(sun_dir.z, 0.2), 0)
|
2019-06-23 17:46:04 +00:00
|
|
|
),
|
|
|
|
SKY_DAY_MID,
|
2019-08-03 09:55:45 +00:00
|
|
|
max(-sun_dir.z, 0)
|
2019-06-23 17:46:04 +00:00
|
|
|
);
|
|
|
|
|
|
|
|
vec3 sky_bot = mix(
|
|
|
|
mix(
|
|
|
|
SKY_DUSK_BOT,
|
|
|
|
SKY_NIGHT_BOT,
|
2019-09-25 09:41:51 +00:00
|
|
|
max(pow(sun_dir.z, 0.2), 0)
|
2019-06-23 17:46:04 +00:00
|
|
|
),
|
2019-06-29 14:18:13 +00:00
|
|
|
SKY_DAY_BOT,
|
2019-08-03 09:55:45 +00:00
|
|
|
max(-sun_dir.z, 0)
|
2019-06-23 17:46:04 +00:00
|
|
|
);
|
|
|
|
|
|
|
|
vec3 sky_color = mix(
|
|
|
|
mix(
|
|
|
|
sky_mid,
|
|
|
|
sky_bot,
|
2019-08-03 09:55:45 +00:00
|
|
|
pow(max(-dir.z, 0), 0.4)
|
2019-06-23 17:46:04 +00:00
|
|
|
),
|
|
|
|
sky_top,
|
2019-08-03 09:55:45 +00:00
|
|
|
max(dir.z, 0)
|
2019-06-23 17:46:04 +00:00
|
|
|
);
|
|
|
|
|
2019-11-17 22:41:00 +00:00
|
|
|
// Clouds
|
2019-11-18 10:36:48 +00:00
|
|
|
vec4 clouds = get_cloud_color(dir, time_of_day, vsum(abs(cam_pos.xyz - f_pos)), quality);
|
|
|
|
clouds.rgb *= get_sun_brightness(sun_dir) * (sun_halo * 2.5 + get_sun_color(sun_dir)) + get_moon_brightness(moon_dir) * (moon_halo * 20.5 + get_moon_color(moon_dir));
|
2019-11-17 22:41:00 +00:00
|
|
|
|
|
|
|
return mix(sky_color + sun_light + moon_light, clouds.rgb, clouds.a);
|
2019-06-05 15:22:06 +00:00
|
|
|
}
|
|
|
|
|
2019-08-16 14:58:14 +00:00
|
|
|
float fog(vec3 f_pos, vec3 focus_pos, uint medium) {
|
|
|
|
float fog_radius = view_distance.x;
|
|
|
|
float mist_radius = 10000000.0;
|
2019-06-05 15:22:06 +00:00
|
|
|
|
2019-08-16 14:58:14 +00:00
|
|
|
float min_fog = 0.5;
|
|
|
|
float max_fog = 1.0;
|
|
|
|
|
|
|
|
if (medium == 1u) {
|
2019-09-09 19:11:40 +00:00
|
|
|
mist_radius = 96.0;
|
2019-08-16 14:58:14 +00:00
|
|
|
min_fog = 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius;
|
|
|
|
float mist = distance(f_pos, focus_pos) / mist_radius;
|
|
|
|
|
|
|
|
return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
|
2019-08-04 11:24:56 +00:00
|
|
|
}
|