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Improved cloud precision from internal perspective
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b7e59dfcc2
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@ -114,12 +114,12 @@ 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 = 1125.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 60.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 60.0;
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const float CLOUD_AVG_HEIGHT = 1025.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0;
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const float CLOUD_THRESHOLD = 0.3;
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const float CLOUD_SCALE = 1.0;
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const float CLOUD_DENSITY = 100.0;
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const float CLOUD_DENSITY = 150.0;
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float spow(float x, float e) {
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return sign(x) * pow(abs(x), e);
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@ -140,13 +140,14 @@ vec2 cloud_at(vec3 pos) {
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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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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.02 - tick.x * 0.03).x * 0.03
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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 density = min(max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY, 3.0);
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float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.5) * 0.5, 1.0) / 0.8;
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float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.15) * 0.5, 1.0) / 0.6;
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return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 10000));
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return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 2500));
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}
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vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) {
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@ -156,11 +157,11 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality)
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float maxd = (CLOUD_HEIGHT_MAX - cam_pos.z) / dir.z;
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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 delta = min(abs(mind - maxd), 5000.0);
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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.xz * 100000.0).x * 2.0 * incr * delta;
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float fuzz = (texture(t_noise, dir.xz * 100000.0).x - 0.5) * 2.0 * incr * delta;
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if (delta <= 0.0) {
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return vec4(0);
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@ -169,17 +170,23 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality)
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float cloud_shade = 1.0;
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float passthrough = 1.0;
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for (float d = 0.0; d < 1.0; d += incr) {
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float dist = start + d * delta + fuzz;
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vec3 pos = cam_pos.xyz + dir * dist;
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float dist = start + d * delta + fuzz * pow(d, 0.01);
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vec3 pos = cam_pos.xyz + dir * min(dist, max_dist);
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vec2 sample = cloud_at(pos);
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float factor;
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float factor = 1.0;
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if (dist > max_dist) {
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break;
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factor -= (dist - max_dist) / (incr * delta);
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}
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float integral = sample.y * incr;
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passthrough *= 1.0 - integral;
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float integral = sample.y * incr * factor;
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passthrough *= clamp(1.0 - integral, 0.0, 1.0);
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cloud_shade = mix(cloud_shade, sample.x, passthrough * integral);
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if (factor < 1.0) {
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break;
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}
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}
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return vec4(vec3(cloud_shade), 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003));
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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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vec4 clouds;
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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, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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vec3 color = mix(mix(surf_color, fog_color, 0.0), clouds.rgb, clouds.a);
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tgt_color = vec4(color, 1.0);
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}
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