diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 07bbdd67a4..a80dd33d9a 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -470,21 +470,21 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q float fog(vec3 f_pos, vec3 focus_pos, uint medium) { return max(1.0 - 5000.0 / (1.0 + distance(f_pos.xy, focus_pos.xy)), 0.0); - float fog_radius = view_distance.x; - float mist_radius = 10000000.0; + // float fog_radius = view_distance.x; + // float mist_radius = 10000000.0; - float min_fog = 0.5; - float max_fog = 1.0; + // float min_fog = 0.5; + // float max_fog = 1.0; - if (medium == 1u) { - mist_radius = UNDERWATER_MIST_DIST; - min_fog = 0.0; - } + // if (medium == 1u) { + // mist_radius = UNDERWATER_MIST_DIST; + // min_fog = 0.0; + // } - float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius; - float mist = distance(f_pos, focus_pos) / mist_radius; + // float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius; + // float mist = distance(f_pos, focus_pos) / mist_radius; - return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7); + // return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7); } /* vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) { @@ -493,55 +493,55 @@ float fog(vec3 f_pos, vec3 focus_pos, uint medium) { } */ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted, vec3 reflected) { return emitted + reflected; - const float NIGHT_EXPOSURE = 10.0; - const float DUSK_EXPOSURE = 2.0;//0.8; - const float DAY_EXPOSURE = 1.0;//0.7; + // const float NIGHT_EXPOSURE = 10.0; + // const float DUSK_EXPOSURE = 2.0;//0.8; + // const float DAY_EXPOSURE = 1.0;//0.7; -#if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN) - const float DAY_SATURATION = 1.1; -#else - const float DAY_SATURATION = 1.0; -#endif - const float DUSK_SATURATION = 0.6; - const float NIGHT_SATURATION = 0.1; +// #if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN) +// const float DAY_SATURATION = 1.1; +// #else +// const float DAY_SATURATION = 1.0; +// #endif + // const float DUSK_SATURATION = 0.6; + // const float NIGHT_SATURATION = 0.1; - const float gamma = /*0.5*//*1.*0*/1.0;//1.0; + // const float gamma = /*0.5*//*1.*0*/1.0;//1.0; /* float light = length(emitted + reflected); float color = srgb_to_linear(emitted + reflected); float avg_col = (color.r + color.g + color.b) / 3.0; return ((color - avg_col) * light + reflected * avg_col) * (emitted + reflected); */ // float max_intensity = vec3(1.0); - vec3 color = emitted + reflected; - float lum = rel_luminance(color); + // vec3 color = emitted + reflected; + // float lum = rel_luminance(color); // float lum_sky = lum - max_light; /* vec3 sun_dir = get_sun_dir(time_of_day.x); vec3 moon_dir = get_moon_dir(time_of_day.x); */ - float sky_light = rel_luminance( - get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR + - get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/)); + // float sky_light = rel_luminance( + // get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR + + // get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/)); // Tone mapped value. // vec3 T = /*color*//*lum*/color;//normalize(color) * lum / (1.0 + lum); // float alpha = 0.5;//2.0; - float alpha = mix( - mix( - DUSK_EXPOSURE, - NIGHT_EXPOSURE, - max(sun_dir.z, 0) - ), - DAY_EXPOSURE, - max(-sun_dir.z, 0) - ); - vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz; - float cos_view_light = dot(-now_light, view_dir); + // float alpha = mix( + // mix( + // DUSK_EXPOSURE, + // NIGHT_EXPOSURE, + // max(sun_dir.z, 0) + // ), + // DAY_EXPOSURE, + // max(-sun_dir.z, 0) + // ); + // vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz; + // float cos_view_light = dot(-now_light, view_dir); // alpha *= exp(1.0 - cos_view_light); // sky_light *= 1.0 - log(1.0 + view_dir.z); - float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0; - alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0); + // float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0; + // alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0); // alpha = alpha * min(1.0, (max_light == 0.0 ? 1.0 : (1.0 + abs(lum_sky)) / /*(1.0 + max_light)*/max_light)); - vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum; + // vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum; // float L = lum == 0.0 ? 0.0 : log(lum); @@ -560,30 +560,30 @@ vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted // // float T = lum; // float O = exp(B_ + D); - float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum); + // float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum); // float T = lum; // Heuristic desaturation // const float s = 0.8; - float s = mix( - mix( - DUSK_SATURATION, - NIGHT_SATURATION, - max(sun_dir.z, 0) - ), - DAY_SATURATION, - max(-sun_dir.z, 0) - ); + // float s = mix( + // mix( + // DUSK_SATURATION, + // NIGHT_SATURATION, + // max(sun_dir.z, 0) + // ), + // DAY_SATURATION, + // max(-sun_dir.z, 0) + // ); // s = max(s, (max_light) / (1.0 + s)); - s = max(s, max_light / (1.0 + max_light)); + // s = max(s, max_light / (1.0 + max_light)); - vec3 c = pow(col_adjusted, vec3(s)) * T; + // vec3 c = pow(col_adjusted, vec3(s)) * T; // vec3 c = col_adjusted * T; // vec3 c = sqrt(col_adjusted) * T; // vec3 c = /*col_adjusted * */col_adjusted * T; // return color; - return c; + // return c; // float sum_col = color.r + color.g + color.b; // return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma))); }