diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 37b18f57be..1e8dbdfd87 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -121,33 +121,28 @@ const float CLOUD_THRESHOLD = 0.3; const float CLOUD_SCALE = 1.0; const float CLOUD_DENSITY = 100.0; -float spow(float x, float e) { - return sign(x) * pow(abs(x), e); -} - float vsum(vec3 v) { return v.x + v.y + v.z; } vec2 cloud_at(vec3 pos) { float tick_offs = 0.0 - + texture(t_noise, pos.xy * 0.0001).x * 1.0 + + texture(t_noise, pos.xy * 0.0001 + tick.x * 0.001).x * 1.0 + texture(t_noise, pos.xy * 0.000003).x * 5.0; float value = ( 0.0 - + 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 - + texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.02).x * 0.25 - + texture(t_noise, pos.xy / CLOUD_SCALE * 0.02 - tick.x * 0.03).x * 0.03 - + texture(t_noise, pos.xy / CLOUD_SCALE * 0.05 - tick.x * 0.03).x * 0.02 + + texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 + tick_offs).x + + texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 - tick_offs).x * 0.5 + + texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.01).x * 0.25 + + texture(t_noise, pos.xy / CLOUD_SCALE * 0.008 + tick.x * 0.02).x * 0.1 ) / 3.0; float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY; - float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.15) * 0.5, 1.0) / 0.6; + float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.15) * 0.5, 1.0) / 0.5; - return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 3000)); + return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000)); } vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) { @@ -158,15 +153,15 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) float start = max(min(mind, maxd), 0.0); float delta = min(abs(mind - maxd), 5000.0); - delta = min(max_dist - start, delta); + delta = min(delta, max_dist); + + if (delta < 0.0) { + return vec4(0); + } float incr = min(INCR + start / 100000.0, INCR * 2.0) / quality; - float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * 0.5 * incr * delta; - - if (delta <= 0.0) { - return vec4(0); - } + float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * 1.0 * incr * delta; float cloud_shade = 1.0; float passthrough = 1.0; @@ -177,23 +172,14 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) vec3 pos = cam_pos.xyz + dir * min(dist, max_dist); vec2 sample = cloud_at(pos); - float factor = 1.0; - if (dist > max_dist) { - factor -= (dist - max_dist) / (incr * delta); - } - - float integral = sample.y * incr * factor; + float integral = sample.y * incr; passthrough *= 1.0 - integral; cloud_shade = mix(cloud_shade, sample.x, passthrough * integral); - - if (factor < 1.0) { - break; - } } float total_density = 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003); - total_density = max(total_density - 2.0 / pow(max_dist, 0.5), 0.0); // Hack + total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack return vec4(vec3(cloud_shade), total_density); } diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl index e579f12522..1bbc799614 100644 --- a/assets/voxygen/shaders/terrain-frag.glsl +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -42,7 +42,7 @@ void main() { float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.5, true, clouds); - vec3 color = mix(mix(surf_color, fog_color, 0.0), clouds.rgb, clouds.a); + vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); tgt_color = vec4(color, 1.0); }