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Don't have rain be behind an expiremental shader
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6274d54e56
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b82bb5b247
@ -99,59 +99,57 @@ void main() {
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color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb);
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#endif
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#ifdef EXPERIMENTAL_RAIN
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vec3 old_color = color.rgb;
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vec3 old_color = color.rgb;
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// If this value is changed also change it in common/src/weather.rs
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float fall_rate = 70.0;
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dir.xy += wind_vel * dir.z / fall_rate;
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dir = normalize(dir);
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// If this value is changed also change it in common/src/weather.rs
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float fall_rate = 70.0;
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dir.xy += wind_vel * dir.z / fall_rate;
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dir = normalize(dir);
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float z = (-1 / (abs(dir.z) - 1) - 1) * sign(dir.z);
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vec2 dir_2d = normalize(dir.xy);
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vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
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float z = (-1 / (abs(dir.z) - 1) - 1) * sign(dir.z);
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vec2 dir_2d = normalize(dir.xy);
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vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
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vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
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float rain_dist = 250.0;
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for (int i = 0; i < 7; i ++) {
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float old_rain_dist = rain_dist;
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rain_dist *= 0.3;
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vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
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float rain_dist = 250.0;
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for (int i = 0; i < 7; i ++) {
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float old_rain_dist = rain_dist;
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rain_dist *= 0.3;
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vec2 drop_density = vec2(30, 1);
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vec2 drop_density = vec2(30, 1);
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vec2 rain_pos = (view_pos * rain_dist);
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rain_pos += vec2(0, tick.x * fall_rate + cam_wpos.z);
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vec2 rain_pos = (view_pos * rain_dist);
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rain_pos += vec2(0, tick.x * fall_rate + cam_wpos.z);
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vec2 cell = floor(rain_pos * drop_density) / drop_density;
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vec2 cell = floor(rain_pos * drop_density) / drop_density;
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float drop_depth = mix(
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old_rain_dist,
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rain_dist,
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fract(hash(fract(vec4(cell, rain_dist, 0) * 0.1)))
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);
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vec3 rpos = vec3(vec2(dir_2d), view_pos.y) * drop_depth;
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float dist_to_rain = length(rpos);
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if (dist < dist_to_rain || cam_wpos.z + rpos.z > CLOUD_AVG_ALT) {
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continue;
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}
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if (dot(rpos * vec3(1, 1, 0.5), rpos) < 1.0) {
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break;
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}
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float rain_density = rain_density_at(cam_wpos.xy + rpos.xy) * rain_occlusion_at(cam_pos.xyz + rpos.xyz) * 10.0;
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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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}
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vec2 near_drop = cell + (vec2(0.5) + (vec2(hash(vec4(cell, 0, 0)), 0.5) - 0.5) * vec2(2, 0)) / drop_density;
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vec2 drop_size = vec2(0.0008, 0.05);
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float avg_alpha = (drop_size.x * drop_size.y) * 10 / 1;
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float alpha = sign(max(1 - length((rain_pos - near_drop) / drop_size * 0.1), 0));
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float light = sqrt(dot(old_color, vec3(1))) + (get_sun_brightness() + get_moon_brightness()) * 0.01;
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color.rgb = mix(color.rgb, vec3(0.3, 0.4, 0.5) * light, mix(avg_alpha, alpha, min(1000 / dist_to_rain, 1)) * 0.25);
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float drop_depth = mix(
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old_rain_dist,
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rain_dist,
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fract(hash(fract(vec4(cell, rain_dist, 0) * 0.1)))
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);
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vec3 rpos = vec3(vec2(dir_2d), view_pos.y) * drop_depth;
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float dist_to_rain = length(rpos);
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if (dist < dist_to_rain || cam_wpos.z + rpos.z > CLOUD_AVG_ALT) {
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continue;
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}
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#endif
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if (dot(rpos * vec3(1, 1, 0.5), rpos) < 1.0) {
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break;
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}
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float rain_density = rain_density_at(cam_wpos.xy + rpos.xy) * rain_occlusion_at(cam_pos.xyz + rpos.xyz) * 10.0;
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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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}
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vec2 near_drop = cell + (vec2(0.5) + (vec2(hash(vec4(cell, 0, 0)), 0.5) - 0.5) * vec2(2, 0)) / drop_density;
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vec2 drop_size = vec2(0.0008, 0.05);
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float avg_alpha = (drop_size.x * drop_size.y) * 10 / 1;
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float alpha = sign(max(1 - length((rain_pos - near_drop) / drop_size * 0.1), 0));
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float light = sqrt(dot(old_color, vec3(1))) + (get_sun_brightness() + get_moon_brightness()) * 0.01;
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color.rgb = mix(color.rgb, vec3(0.3, 0.4, 0.5) * light, mix(avg_alpha, alpha, min(1000 / dist_to_rain, 1)) * 0.25);
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}
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tgt_color = vec4(color.rgb, 1);
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}
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@ -149,30 +149,28 @@ void main() {
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wave_sample_dist / slope
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);
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#ifdef EXPERIMENTAL_RAIN
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float rain_density = rain_density_at(f_pos.xy + focus_off.xy) * rain_occlusion_at(f_pos.xyz) * 50.0;
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if (rain_density > 0 && surf_norm.z > 0.5) {
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vec3 drop_density = vec3(2, 2, 2);
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vec3 drop_pos = wave_pos + vec3(0, 0, -time_of_day.x * 0.025);
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drop_pos.z += noise_2d(floor(drop_pos.xy * drop_density.xy) * 13.1) * 10;
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vec2 cell2d = floor(drop_pos.xy * drop_density.xy);
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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float rain_density = rain_density_at(f_pos.xy + focus_off.xy) * rain_occlusion_at(f_pos.xyz) * 50.0;
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if (rain_density > 0 && surf_norm.z > 0.5) {
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vec3 drop_density = vec3(2, 2, 2);
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vec3 drop_pos = wave_pos + vec3(0, 0, -time_of_day.x * 0.025);
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drop_pos.z += noise_2d(floor(drop_pos.xy * drop_density.xy) * 13.1) * 10;
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vec2 cell2d = floor(drop_pos.xy * drop_density.xy);
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density) {
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vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
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vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density) {
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vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
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vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
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float dist = length((drop_pos - near_cell) / vec3(1, 1, 2));
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float drop_rad = 0.125;
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nmap.xy += (drop_pos - near_cell).xy
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* max(1.0 - abs(dist - drop_rad) * 50, 0)
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* 2500
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* sign(dist - drop_rad)
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* max(drop_pos.z - near_cell.z, 0);
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}
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float dist = length((drop_pos - near_cell) / vec3(1, 1, 2));
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float drop_rad = 0.125;
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nmap.xy += (drop_pos - near_cell).xy
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* max(1.0 - abs(dist - drop_rad) * 50, 0)
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* 2500
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* sign(dist - drop_rad)
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* max(drop_pos.z - near_cell.z, 0);
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}
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#endif
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}
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nmap = mix(f_norm, normalize(nmap), min(1.0 / pow(frag_dist, 0.75), 1));
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@ -231,39 +231,37 @@ void main() {
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vec3 k_d = vec3(1.0);
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vec3 k_s = vec3(R_s);
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#ifdef EXPERIMENTAL_RAIN
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vec3 pos = f_pos + focus_off.xyz;
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float rain_density = rain_density_at(pos.xy) * rain_occlusion_at(f_pos.xyz) * 50.0;
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// Toggle to see rain_occlusion
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// tgt_color = vec4(rain_occlusion_at(f_pos.xyz), 0.0, 0.0, 1.0);
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// return;
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if (rain_density > 0 && !faces_fluid && f_norm.z > 0.5) {
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vec3 drop_density = vec3(2, 2, 2);
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vec3 drop_pos = pos + vec3(pos.zz, 0) + vec3(0, 0, -tick.x * 1.0);
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drop_pos.z += noise_2d(floor(drop_pos.xy * drop_density.xy) * 13.1) * 10;
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vec2 cell2d = floor(drop_pos.xy * drop_density.xy);
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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vec3 pos = f_pos + focus_off.xyz;
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float rain_density = rain_density_at(pos.xy) * rain_occlusion_at(f_pos.xyz) * 50.0;
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// Toggle to see rain_occlusion
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// tgt_color = vec4(rain_occlusion_at(f_pos.xyz), 0.0, 0.0, 1.0);
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// return;
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if (rain_density > 0 && !faces_fluid && f_norm.z > 0.5) {
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vec3 drop_density = vec3(2, 2, 2);
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vec3 drop_pos = pos + vec3(pos.zz, 0) + vec3(0, 0, -tick.x * 1.0);
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drop_pos.z += noise_2d(floor(drop_pos.xy * drop_density.xy) * 13.1) * 10;
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vec2 cell2d = floor(drop_pos.xy * drop_density.xy);
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density) {
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vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
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vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density) {
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vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
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vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
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float dist = length((drop_pos - near_cell) / vec3(1, 1, 2));
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float drop_rad = 0.1;
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float distort = max(1.0 - abs(dist - drop_rad) * 100, 0) * 1.5 * max(drop_pos.z - near_cell.z, 0);
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k_a += distort;
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k_d += distort;
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k_s += distort;
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f_norm.xy += (drop_pos - near_cell).xy
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* max(1.0 - abs(dist - drop_rad) * 30, 0)
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* 500.0
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* max(drop_pos.z - near_cell.z, 0)
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* sign(dist - drop_rad)
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* max(drop_pos.z - near_cell.z, 0);
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}
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float dist = length((drop_pos - near_cell) / vec3(1, 1, 2));
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float drop_rad = 0.1;
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float distort = max(1.0 - abs(dist - drop_rad) * 100, 0) * 1.5 * max(drop_pos.z - near_cell.z, 0);
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k_a += distort;
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k_d += distort;
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k_s += distort;
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f_norm.xy += (drop_pos - near_cell).xy
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* max(1.0 - abs(dist - drop_rad) * 30, 0)
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* 500.0
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* max(drop_pos.z - near_cell.z, 0)
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* sign(dist - drop_rad)
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* max(drop_pos.z - near_cell.z, 0);
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}
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#endif
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}
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// float sun_light = get_sun_brightness(sun_dir);
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// float moon_light = get_moon_brightness(moon_dir);
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@ -6,8 +6,6 @@ use noise::{NoiseFn, SuperSimplex, Turbulence};
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use vek::*;
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use world::World;
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/*
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#[derive(Clone, Copy, Default)]
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struct Cell {
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@ -360,7 +360,9 @@ impl AudioFrontend {
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channel_tag: AmbientChannelTag,
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) -> Option<&mut AmbientChannel> {
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if self.audio_stream.is_some() {
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self.ambient_channels.iter_mut().find(|channel| channel.get_tag() == channel_tag)
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self.ambient_channels
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.iter_mut()
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.find(|channel| channel.get_tag() == channel_tag)
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} else {
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None
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}
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@ -476,8 +476,6 @@ pub enum ExperimentalShader {
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/// Display grid lines to visualize the distribution of shadow map texels
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/// for the directional light from the sun.
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DirectionalShadowMapTexelGrid,
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/// Enable rain, unfinished and goes through blocks
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Rain,
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/// Enable rainbows
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Rainbows,
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}
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