Fixed cloud shader banding issue

This commit is contained in:
Joshua Barretto 2019-11-19 13:36:15 +00:00
parent 5cb6f691dc
commit 7ad22c647d
2 changed files with 8 additions and 9 deletions

View File

@ -115,8 +115,8 @@ float is_star_at(vec3 dir) {
} }
const float CLOUD_AVG_HEIGHT = 1025.0; const float CLOUD_AVG_HEIGHT = 1025.0;
const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 30.0; const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 35.0;
const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 30.0; const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 35.0;
const float CLOUD_THRESHOLD = 0.3; const float CLOUD_THRESHOLD = 0.3;
const float CLOUD_SCALE = 1.0; const float CLOUD_SCALE = 1.0;
const float CLOUD_DENSITY = 100.0; const float CLOUD_DENSITY = 100.0;
@ -140,7 +140,7 @@ vec2 cloud_at(vec3 pos) {
float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY; 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) / 0.5; float shade = ((pos.z - CLOUD_AVG_HEIGHT) / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN) + 0.5);
return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000)); return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000));
} }
@ -153,17 +153,16 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z; float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z;
float start = max(min(mind, maxd), 0.0); float start = max(min(mind, maxd), 0.0);
float delta = min(abs(mind - maxd), 5000.0); float delta = min(abs(mind - maxd), max_dist);
delta = min(delta, max_dist);
bool do_cast = true; bool do_cast = true;
if (mind < 0.0 && maxd < 0.0) { if (mind < 0.0 && maxd < 0.0) {
do_cast = false; do_cast = false;
} }
float incr = clamp(INCR / (0.01 * delta * quality), INCR, INCR * 3.0); float incr = INCR;
float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * 1.0 * incr * delta; float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * incr * delta;
float cloud_shade = 1.0; float cloud_shade = 1.0;
float passthrough = 1.0; float passthrough = 1.0;
@ -181,7 +180,7 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
} }
} }
float total_density = 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003); float total_density = 1.0 - passthrough / (1.0 + delta * 0.0001);
total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack

View File

@ -18,5 +18,5 @@ void main() {
gl_Position = gl_Position =
proj_mat * proj_mat *
view_mat * view_mat *
vec4(v_pos * 3000.0 + cam_pos.xyz, 1); vec4(v_pos * 2500.0 + cam_pos.xyz, 1);
} }