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Faster cloud reflections
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7375c2c207
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337383feaa
@ -39,7 +39,7 @@ void main() {
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vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, true);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.5, true);
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vec3 color = mix(surf_color, fog_color, fog_level);
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tgt_color = vec4(color, 1.0);
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@ -47,6 +47,7 @@ float wave_height(vec3 pos) {
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(texture(t_waves, pos.yx * 0.1 + warp.yx - tick.x * 0.1).x - 0.5) * 0.5 +
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(texture(t_noise, pos.yx * 0.3 + warp.xy * 0.5 + tick.x * 0.1).x - 0.5) * 0.2 +
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(texture(t_noise, pos.yx * 0.3 + warp.yx * 0.5 - tick.x * 0.1).x - 0.5) * 0.2 +
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(texture(t_noise, pos.yx * 1.0 + warp.yx * 0.0 - tick.x * 0.1).x - 0.5) * 0.05 +
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0.0
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);
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@ -115,13 +116,15 @@ void main() {
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec3 fog_color = vec3(0);
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if (fog_level > 0.0)
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fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, true);
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fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.25, true);
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vec3 reflect_ray_dir = reflect(cam_to_frag, norm);
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// Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water
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reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05);
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vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, vec3(-100000), false) * f_light;
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vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, vec3(-100000), 0.5, false) * f_light;
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// Tint
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reflect_color = mix(reflect_color, surf_color, 0.6);
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// 0 = 100% reflection, 1 = translucent water
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float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.5);
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@ -114,7 +114,7 @@ float is_star_at(vec3 dir) {
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return 0.0;
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}
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const float CLOUD_AVG_HEIGHT = 900.0;
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const float CLOUD_AVG_HEIGHT = 1125.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 100.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 100.0;
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const float CLOUD_THRESHOLD = 0.3;
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@ -131,25 +131,25 @@ float vsum(vec3 v) {
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vec2 cloud_at(vec3 pos) {
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float tick_offs = 0.0
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+ texture(t_noise, pos.xy * 0.0001).x
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+ texture(t_noise, pos.xy * 0.000003).x * 10.0;
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+ texture(t_noise, pos.xy * 0.0001).x * 1.0
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+ texture(t_noise, pos.xy * 0.000003).x * 5.0;
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float value = (
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0.0
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 - tick.x * 0.003 + tick_offs).x
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 + tick.x * 0.01).x * 0.5
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 - tick.x * 0.002 + tick_offs).x
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 + tick.x * 0.005).x * 0.5
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.02).x * 0.25
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0075 - tick.x * 0.03).x * 0.07
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) / 2.85;
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float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 800.0, 0.0) * CLOUD_DENSITY;
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float shade = 0.5 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.5), 1.0) / 1.0;
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float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.5) * 0.5, 1.0) / 0.75;
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return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 10000));
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}
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vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist) {
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vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) {
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const float INCR = 0.05;
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float mind = (CLOUD_HEIGHT_MIN - cam_pos.z) / dir.z;
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@ -158,9 +158,9 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist) {
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float start = max(min(mind, maxd), 0.0);
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float delta = abs(mind - maxd);
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float incr = min(INCR + start / 100000.0, INCR * 2.0);
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float incr = min(INCR + start / 100000.0, INCR * 2.0) / quality;
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float fuzz = texture(t_noise, dir.xy * 1000000.0).x * 1.75 * incr * delta;
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float fuzz = texture(t_noise, dir.xy * 100000.0).x * 1.75 * incr * delta;
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if (delta <= 0.0) {
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return vec4(0);
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@ -191,7 +191,7 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist) {
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return vec4(vec3(cloud_shade), 1.0 - passthrough / (1.0 + delta * 0.0003));
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}
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vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, bool with_stars) {
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vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, float quality, bool with_stars) {
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// Sky color
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vec3 sun_dir = get_sun_dir(time_of_day);
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vec3 moon_dir = get_moon_dir(time_of_day);
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@ -267,8 +267,8 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, bool with_stars) {
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vec3 moon_light = clamp(moon_halo + moon_surf, vec3(0), vec3(clamp(dir.z * 3.0, 0, 1)));
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// Clouds
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vec4 clouds = get_cloud_color(dir, time_of_day, distance(cam_pos.xyz, f_pos));
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clouds.rgb *= get_sun_brightness(sun_dir) * (sun_halo + get_sun_color(sun_dir)) + get_moon_brightness(moon_dir) * (moon_halo + get_moon_color(moon_dir));
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vec4 clouds = get_cloud_color(dir, time_of_day, distance(cam_pos.xyz, f_pos), quality);
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clouds.rgb *= get_sun_brightness(sun_dir) * (sun_halo * 2.5 + get_sun_color(sun_dir)) + get_moon_brightness(moon_dir) * (moon_halo * 2.5 + get_moon_color(moon_dir));
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return mix(sky_color + sun_light + moon_light, clouds.rgb, clouds.a);
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}
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@ -13,5 +13,5 @@ uniform u_locals {
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out vec4 tgt_color;
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void main() {
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tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, vec3(-100000), true), 1.0);
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tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, vec3(-100000), 1.0, true), 1.0);
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}
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@ -27,7 +27,7 @@ void main() {
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vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, true);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.5, true);
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vec3 color = mix(surf_color, fog_color, fog_level);
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tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (RENDER_DIST - FADE_DIST)) / FADE_DIST, 0, 1));
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@ -42,7 +42,7 @@ void main() {
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec3 fog_color = vec3(0);
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if (fog_level > 0.0)
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fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, true);
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fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.5, true);
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vec3 color = mix(surf_color, fog_color, fog_level);
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tgt_color = vec4(color, 1.0);
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