diff --git a/assets/voxygen/shaders/figure-frag.glsl b/assets/voxygen/shaders/figure-frag.glsl index ebae274a2e..aba60bf8d5 100644 --- a/assets/voxygen/shaders/figure-frag.glsl +++ b/assets/voxygen/shaders/figure-frag.glsl @@ -40,7 +40,7 @@ void main() { float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; - vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.5, true, clouds); + vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); tgt_color = vec4(color, 1.0); diff --git a/assets/voxygen/shaders/fluid-frag.glsl b/assets/voxygen/shaders/fluid-frag.glsl index 443811be68..909c911c14 100644 --- a/assets/voxygen/shaders/fluid-frag.glsl +++ b/assets/voxygen/shaders/fluid-frag.glsl @@ -115,14 +115,14 @@ void main() { float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; - vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.25, true, clouds); + vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.25, true, clouds); vec3 reflect_ray_dir = reflect(cam_to_frag, norm); // Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05); vec4 _clouds; - vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, vec3(-100000), 0.5, false, _clouds) * f_light; + vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light; // Tint reflect_color = mix(reflect_color, surf_color, 0.6); // 0 = 100% reflection, 1 = translucent water diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 1e8dbdfd87..ffa2f19d16 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -115,8 +115,8 @@ float is_star_at(vec3 dir) { } const float CLOUD_AVG_HEIGHT = 1025.0; -const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0; -const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0; +const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 30.0; +const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 30.0; const float CLOUD_THRESHOLD = 0.3; const float CLOUD_SCALE = 1.0; const float CLOUD_DENSITY = 100.0; @@ -145,36 +145,39 @@ vec2 cloud_at(vec3 pos) { return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000)); } -vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) { - const float INCR = 0.05; +vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) { + const float INCR = 0.07; - float mind = (CLOUD_HEIGHT_MIN - cam_pos.z) / dir.z; - float maxd = (CLOUD_HEIGHT_MAX - cam_pos.z) / dir.z; + float mind = (CLOUD_HEIGHT_MIN - origin.z) / dir.z; + float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z; float start = max(min(mind, maxd), 0.0); float delta = min(abs(mind - maxd), 5000.0); delta = min(delta, max_dist); - if (delta < 0.0) { - return vec4(0); + bool do_cast = true; + if (mind < 0.0 && maxd < 0.0) { + do_cast = false; } - float incr = min(INCR + start / 100000.0, INCR * 2.0) / quality; + float incr = clamp(INCR / (0.01 * delta * quality), INCR, INCR * 3.0); float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * 1.0 * incr * delta; float cloud_shade = 1.0; float passthrough = 1.0; - for (float d = 0.0; d < 1.0; d += incr) { - float dist = start + d * delta; - dist += fuzz * min(pow(dist * 0.005, 2.0), 1.0); + if (do_cast) { + for (float d = 0.0; d < 1.0; d += incr) { + float dist = start + d * delta; + dist += fuzz * min(pow(dist * 0.005, 2.0), 1.0); - vec3 pos = cam_pos.xyz + dir * min(dist, max_dist); - vec2 sample = cloud_at(pos); + vec3 pos = origin + dir * min(dist, max_dist); + vec2 sample = cloud_at(pos); - float integral = sample.y * incr; - passthrough *= 1.0 - integral; - cloud_shade = mix(cloud_shade, sample.x, passthrough * integral); + float integral = sample.y * incr; + passthrough *= 1.0 - integral; + cloud_shade = mix(cloud_shade, sample.x, passthrough * integral); + } } float total_density = 1.0 - passthrough / (1.0 + min(delta, max_dist) * 0.0003); @@ -184,7 +187,7 @@ vec4 get_cloud_color(vec3 dir, float time_of_day, float max_dist, float quality) return vec4(vec3(cloud_shade), total_density); } -vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, float quality, bool with_stars, out vec4 clouds) { +vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float quality, bool with_stars, out vec4 clouds) { // Sky color vec3 sun_dir = get_sun_dir(time_of_day); vec3 moon_dir = get_moon_dir(time_of_day); @@ -259,10 +262,10 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 f_pos, float quality, bool ); // Approximate distance to fragment - float f_dist = distance(cam_pos.xyz, f_pos); + float f_dist = distance(origin, f_pos); // Clouds - clouds = get_cloud_color(dir, time_of_day, f_dist, quality); + clouds = get_cloud_color(dir, origin, time_of_day, f_dist, quality); clouds.rgb *= get_sun_brightness(sun_dir) * (sun_halo * 2.5 + get_sun_color(sun_dir)) + get_moon_brightness(moon_dir) * (moon_halo * 80.0 + get_moon_color(moon_dir)); if (f_dist > 5000.0) { diff --git a/assets/voxygen/shaders/skybox-frag.glsl b/assets/voxygen/shaders/skybox-frag.glsl index b1ead1d596..ab39a37c3c 100644 --- a/assets/voxygen/shaders/skybox-frag.glsl +++ b/assets/voxygen/shaders/skybox-frag.glsl @@ -14,5 +14,5 @@ out vec4 tgt_color; void main() { vec4 _clouds; - tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, vec3(-100000), 1.0, true, _clouds), 1.0); + tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, vec3(-100000), 1.0, true, _clouds), 1.0); } diff --git a/assets/voxygen/shaders/sprite-frag.glsl b/assets/voxygen/shaders/sprite-frag.glsl index 6a2e9e693f..302bd0faeb 100644 --- a/assets/voxygen/shaders/sprite-frag.glsl +++ b/assets/voxygen/shaders/sprite-frag.glsl @@ -28,7 +28,7 @@ void main() { float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; - vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.5, true, clouds); + vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (RENDER_DIST - FADE_DIST)) / FADE_DIST, 0, 1)); diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl index 1bbc799614..0fb2811441 100644 --- a/assets/voxygen/shaders/terrain-frag.glsl +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -41,7 +41,7 @@ void main() { float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; - vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, f_pos, 0.5, true, clouds); + vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); tgt_color = vec4(color, 1.0);