Fixed clouds and fluids underground

This commit is contained in:
Joshua Barretto 2021-07-18 23:15:21 +01:00
parent 4be50b8c56
commit 0f2afbec8f
5 changed files with 22 additions and 6 deletions

View File

@ -131,6 +131,9 @@ void main() {
vec3 emitted_light, reflected_light;
// Prevent the sky affecting light when underground
float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0);
// float point_shadow = shadow_at(f_pos, f_norm);
// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
// vec3 emitted_light, reflected_light;
@ -143,6 +146,8 @@ void main() {
// vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0));
float max_light = 0.0;
max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, /*time_of_day.x*//*-cam_to_frag*/sun_view_dir/*view_dir*/, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, /*vec3(0.0)*/k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
emitted_light *= not_underground;
reflected_light *= not_underground;
// reflected_light *= f_light * point_shadow * shade_frac;
// emitted_light *= f_light * point_shadow * max(shade_frac, MIN_SHADOW);
// max_light *= f_light * point_shadow * shade_frac;

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@ -179,6 +179,10 @@ void main() {
vec3 reflect_color = get_sky_color(/*reflect_ray_dir*/beam_view_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true);
reflect_color = get_cloud_color(reflect_color, reflect_ray_dir, cam_pos.xyz, time_of_day.x, 100000.0, 0.1);
reflect_color *= f_light;
// Prevent the sky affecting light when underground
float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0);
reflect_color *= not_underground;
// /*const */vec3 water_color = srgb_to_linear(vec3(0.2, 0.5, 1.0));
// /*const */vec3 water_color = srgb_to_linear(vec3(0.8, 0.9, 1.0));
// NOTE: Linear RGB, attenuation coefficients for water at roughly R, G, B wavelengths.
@ -254,6 +258,8 @@ void main() {
float max_light = 0.0;
max_light += get_sun_diffuse2(sun_info, moon_info, norm, /*time_of_day.x*/sun_view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, vec3(k_d), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
emitted_light *= not_underground;
reflected_light *= not_underground;
// Apply cloud layer to sky
// reflected_light *= /*water_color_direct * */reflect_color * f_light * point_shadow * shade_frac;
// emitted_light *= /*water_color_direct*//*ambient_attenuation * */f_light * point_shadow * max(shade_frac, MIN_SHADOW);

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@ -16,7 +16,7 @@ float cloud_broad(vec3 pos) {
}
// Returns vec4(r, g, b, density)
vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
vec4 cloud_at(vec3 pos, float dist, out vec3 emission, out float not_underground) {
// Natural attenuation of air (air naturally attenuates light that passes through it)
// Simulate the atmosphere thinning as you get higher. Not physically accurate, but then
// it can't be since Veloren's world is flat, not spherical.
@ -134,7 +134,7 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
//moon_access *= suppress_mist;
// Prevent clouds and mist appearing underground (but fade them out gently)
float not_underground = clamp(1.0 - (alt - (pos.z - focus_off.z)) / 80.0 + dist * 0.001, 0, 1);
not_underground = clamp(1.0 - (alt - (pos.z - focus_off.z)) / 80.0 + dist * 0.001, 0, 1);
sun_access *= not_underground;
moon_access *= not_underground;
float vapor_density = (mist + cloud) * not_underground;
@ -220,8 +220,9 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of
cdist = step_to_dist(trunc(dist_to_step(cdist - 0.25, quality)), quality);
vec3 emission;
float not_underground; // Used to prevent sunlight leaking underground
// `sample` is a reserved keyword
vec4 sample_ = cloud_at(origin + dir * ldist * splay, ldist, emission);
vec4 sample_ = cloud_at(origin + dir * ldist * splay, ldist, emission, not_underground);
vec2 density_integrals = max(sample_.zw, vec2(0));
@ -239,7 +240,7 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of
// Add the directed light light scattered into the camera by the clouds and the atmosphere (global illumination)
sun_color * sun_scatter * get_sun_brightness() * (sun_access * (1.0 - cloud_darken) /*+ sky_color * global_scatter_factor*/) +
moon_color * moon_scatter * get_moon_brightness() * (moon_access * (1.0 - cloud_darken) /*+ sky_color * global_scatter_factor*/) +
sky_light * (1.0 - global_darken) +
sky_light * (1.0 - global_darken) * not_underground +
emission * density_integrals.y;
}

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@ -57,7 +57,7 @@ vec3 glow_light(vec3 pos) {
#if (SHADOW_MODE <= SHADOW_MODE_NONE)
return GLOW_COLOR;
#else
return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 1.0);
return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 0.5);
#endif
}

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@ -253,8 +253,12 @@ void main() {
// Computing light attenuation from water.
vec3 emitted_light, reflected_light;
// Prevent the sky affecting light when underground
float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0);
// To account for prior saturation
/*float */f_light = faces_fluid ? 1.0 : f_light * sqrt(f_light);
/*float */f_light = faces_fluid ? not_underground : f_light * sqrt(f_light);
emitted_light = vec3(1.0);
reflected_light = vec3(1.0);