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Misc notes in cloud-frag.glsl
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@ -50,17 +50,22 @@ uniform u_locals {
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layout(location = 0) out vec4 tgt_color;
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// start
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// 777 instructions with rain commented out
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// 777 instructions with low clouds commented out
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// 0.55 - 0.58 ms staring at high time area in sky in rain
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// 0.48 ms staring at roughly open sky in rain 45 degree
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// 0.35 ms staring at feet in rain
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// precombine inversion matrix
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// 683 instructions
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// 0.55 ms starting at high time arena in sky in rain
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// 683 instructions (-94)
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// 0.55 ms starting at high time area in sky in rain
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// 0.46 ms staring roughly open sky roughly 45 degree in rain
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// 0.33 ms staring at feet in rain
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// rebase on moving rain_density to a uniform
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// 664 instructions (-19)
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// 0.54 ms staring at high time area in sky in rain
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// 0.51 ms staring rougly open sky roughly 45 degree in rain
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// 0.276 ms staring at feet in rain
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vec3 wpos_at(vec2 uv) {
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float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x;
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@ -108,7 +113,7 @@ void main() {
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cloud_blend = 1.0 - color.a;
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dist = DIST_CAP;
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}
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//color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
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color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
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#if (CLOUD_MODE == CLOUD_MODE_NONE)
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color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb);
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@ -118,13 +123,18 @@ void main() {
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// 0.43 ms extra without this
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// 0.01 ms spent on rain_density_at?
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// 0.49 -> 0.13 (0.36 ms with full occupancy)
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// 1.118 -> 0.689 (0.43 ms extra with low clouds)
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// 0.264 -> 0.073 (0.191 ms commented clouds, 2 iterations, break -> continue)
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// 2.08 -> 1.60 (0.48 ms low clouds, break -> continue)
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//tgt_color = vec4(color.rgb, 1);
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//tgt_color = vec4(vec3(hash(vec4(0.0, uv * 300.0, 0.0))), 1);
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//return;
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// 1.118 -> 1.114 (cost 0.004 ms, roughly 1% of the 0.43 ms total)
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// normalized direction from the camera position to the fragment in world, transformed by the relative rain direction
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dir = (vec4(dir, 0) * rel_rain_dir_mat).xyz;
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// stretch z values far from 0
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// stretch z values as they move away from 0
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float z = (-1 / (abs(dir.z) - 1) - 1) * sign(dir.z);
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// normalize xy to get a 2d direction
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vec2 dir_2d = normalize(dir.xy);
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@ -185,9 +195,17 @@ void main() {
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}
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if (dot(rpos * vec3(1, 1, 0.5), rpos) < 1.0) {
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// replacing this break with continue saves ~0.04 ms, roughly 10% of time (commenting out the break saves the same amount of time)
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// this also causes the loop to be unrolled
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// seems to only save 0.02 ms with clouds uncommented
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// note: testing on integrated intel doesn't seem to show any observable difference here
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break;
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// 0.467 0.487 0.467
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// 0.425 0.445 0.425
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//continue;
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}
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float rain_density = rain_density * rain_occlusion_at(cam_pos.xyz + rpos.xyz) * 10.0;
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// costs ~0.04 ms, roughly 10% of rain time (37 instructions)
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float rain_density = 10.0 * rain_density * rain_occlusion_at(cam_pos.xyz + rpos.xyz);
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if (rain_density < 0.001 || fract(hash(fract(vec4(cell, rain_dist, 0) * 0.01))) > rain_density) {
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continue;
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