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Fixed cloud shader banding issue
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5cb6f691dc
commit
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@ -115,8 +115,8 @@ float is_star_at(vec3 dir) {
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}
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const float CLOUD_AVG_HEIGHT = 1025.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 30.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 30.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 35.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 35.0;
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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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@ -140,7 +140,7 @@ vec2 cloud_at(vec3 pos) {
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float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY;
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float shade = 1.0 - min(pow(max(CLOUD_AVG_HEIGHT - pos.z, 0.0), 0.15) * 0.5, 1.0) / 0.5;
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float shade = ((pos.z - CLOUD_AVG_HEIGHT) / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN) + 0.5);
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return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000));
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}
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@ -153,17 +153,16 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
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float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z;
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float start = max(min(mind, maxd), 0.0);
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float delta = min(abs(mind - maxd), 5000.0);
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delta = min(delta, max_dist);
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float delta = min(abs(mind - maxd), max_dist);
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bool do_cast = true;
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if (mind < 0.0 && maxd < 0.0) {
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do_cast = false;
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}
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float incr = clamp(INCR / (0.01 * delta * quality), INCR, INCR * 3.0);
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float incr = INCR;
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float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * 1.0 * incr * delta;
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float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * incr * delta;
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float cloud_shade = 1.0;
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float passthrough = 1.0;
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@ -181,7 +180,7 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
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}
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}
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float total_density = 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003);
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float total_density = 1.0 - passthrough / (1.0 + delta * 0.0001);
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total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack
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@ -18,5 +18,5 @@ void main() {
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gl_Position =
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proj_mat *
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view_mat *
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vec4(v_pos * 3000.0 + cam_pos.xyz, 1);
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vec4(v_pos * 2500.0 + cam_pos.xyz, 1);
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}
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