Improved cloud precision from internal perspective

This commit is contained in:
Joshua Barretto 2019-11-18 16:00:11 +00:00
parent b7e59dfcc2
commit 4ccd8ac72a
2 changed files with 23 additions and 16 deletions

View File

@ -114,12 +114,12 @@ float is_star_at(vec3 dir) {
return 0.0;
}
const float CLOUD_AVG_HEIGHT = 1125.0;
const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 60.0;
const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 60.0;
const float CLOUD_AVG_HEIGHT = 1025.0;
const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0;
const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0;
const float CLOUD_THRESHOLD = 0.3;
const float CLOUD_SCALE = 1.0;
const float CLOUD_DENSITY = 100.0;
const float CLOUD_DENSITY = 150.0;
float spow(float x, float e) {
return sign(x) * pow(abs(x), e);
@ -140,13 +140,14 @@ vec2 cloud_at(vec3 pos) {
+ 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 * 0.0075 - tick.x * 0.03).x * 0.07
+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.02 - tick.x * 0.03).x * 0.03
) / 2.85;
float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 800.0, 0.0) * CLOUD_DENSITY;
float density = min(max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY, 3.0);
float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.5) * 0.5, 1.0) / 0.8;
float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.15) * 0.5, 1.0) / 0.6;
return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 10000));
return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 2500));
}
vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) {
@ -156,11 +157,11 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality)
float maxd = (CLOUD_HEIGHT_MAX - cam_pos.z) / dir.z;
float start = max(min(mind, maxd), 0.0);
float delta = abs(mind - maxd);
float delta = min(abs(mind - maxd), 5000.0);
float incr = min(INCR + start / 100000.0, INCR * 2.0) / quality;
float fuzz = texture(t_noise, dir.xz * 100000.0).x * 2.0 * incr * delta;
float fuzz = (texture(t_noise, dir.xz * 100000.0).x - 0.5) * 2.0 * incr * delta;
if (delta <= 0.0) {
return vec4(0);
@ -169,17 +170,23 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality)
float cloud_shade = 1.0;
float passthrough = 1.0;
for (float d = 0.0; d < 1.0; d += incr) {
float dist = start + d * delta + fuzz;
vec3 pos = cam_pos.xyz + dir * dist;
float dist = start + d * delta + fuzz * pow(d, 0.01);
vec3 pos = cam_pos.xyz + dir * min(dist, max_dist);
vec2 sample = cloud_at(pos);
float factor;
float factor = 1.0;
if (dist > max_dist) {
break;
factor -= (dist - max_dist) / (incr * delta);
}
float integral = sample.y * incr;
passthrough *= 1.0 - integral;
float integral = sample.y * incr * factor;
passthrough *= clamp(1.0 - integral, 0.0, 1.0);
cloud_shade = mix(cloud_shade, sample.x, passthrough * integral);
if (factor < 1.0) {
break;
}
}
return vec4(vec3(cloud_shade), 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003));

View File

@ -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, fog_level), clouds.rgb, clouds.a);
vec3 color = mix(mix(surf_color, fog_color, 0.0), clouds.rgb, clouds.a);
tgt_color = vec4(color, 1.0);
}