diff --git a/assets/voxygen/shaders/clouds-frag.glsl b/assets/voxygen/shaders/clouds-frag.glsl index ac18cee034..9090e1e1f4 100644 --- a/assets/voxygen/shaders/clouds-frag.glsl +++ b/assets/voxygen/shaders/clouds-frag.glsl @@ -16,6 +16,9 @@ #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN +// Must come before includes +#define IS_POSTPROCESS + #include // Note: The sampler uniform is declared here because it differs for MSAA #include diff --git a/assets/voxygen/shaders/fluid-frag/shiny.glsl b/assets/voxygen/shaders/fluid-frag/shiny.glsl index 067b8c0512..0f8af5db01 100644 --- a/assets/voxygen/shaders/fluid-frag/shiny.glsl +++ b/assets/voxygen/shaders/fluid-frag/shiny.glsl @@ -177,7 +177,13 @@ void main() { // Squared to account for prior saturation. float f_light = 1.0;// pow(f_light, 1.5); vec3 reflect_color = get_sky_color(/*reflect_ray_dir*/beam_view_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true); - reflect_color = get_cloud_color(reflect_color, reflect_ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1); + vec3 ray_dir; + if (medium.x == 1) { + ray_dir = (cam_to_frag + norm) / 2; + } else { + ray_dir = reflect_ray_dir; + } + reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1); reflect_color *= f_light; // Prevent the sky affecting light when underground @@ -254,7 +260,7 @@ void main() { // vec3 light, diffuse_light, ambient_light; // vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha); // 0 = 100% reflection, 1 = translucent water - float passthrough = /*pow(*/dot(faceforward(norm, norm, cam_to_frag/*view_dir*/), -cam_to_frag/*view_dir*/)/*, 0.5)*/; + float passthrough = max(dot(norm, -cam_to_frag), 0); float max_light = 0.0; max_light += get_sun_diffuse2(sun_info, moon_info, norm, /*time_of_day.x*/sun_view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, vec3(k_d), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); @@ -324,7 +330,10 @@ void main() { // vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point/* + point_light*//*reflected_light*/))), passthrough); // float log_cam = log(min(cam_attenuation.r, min(cam_attenuation.g, cam_attenuation.b))); - float min_refl = min(emitted_light.r, min(emitted_light.g, emitted_light.b)); + float min_refl = 0.0; + if (medium.x != 1) { + min_refl = min(emitted_light.r, min(emitted_light.g, emitted_light.b)); + } vec4 color = vec4(surf_color, (1.0 - passthrough) * 1.0 / (1.0 + min_refl));// * (1.0 - /*log(1.0 + cam_attenuation)*//*cam_attenuation*/1.0 / (2.0 - log_cam))); // vec4 color = vec4(surf_color, mix(1.0, 1.0 / (1.0 + /*0.25 * *//*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point)), passthrough)); // vec4 color = vec4(surf_color, mix(1.0, length(cam_attenuation), passthrough)); diff --git a/assets/voxygen/shaders/include/cloud/regular.glsl b/assets/voxygen/shaders/include/cloud/regular.glsl index 06555c241c..7e9ed63087 100644 --- a/assets/voxygen/shaders/include/cloud/regular.glsl +++ b/assets/voxygen/shaders/include/cloud/regular.glsl @@ -229,39 +229,58 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of vec3 sun_color = get_sun_color(); vec3 moon_color = get_moon_color(); - float cdist = max_dist; - float ldist = cdist; - // i is an emergency brake - float min_dist = clamp(max_dist / 4, 0.25, 24); - int i; - for (i = 0; cdist > min_dist && i < 250; i ++) { - ldist = cdist; - cdist = step_to_dist(trunc(dist_to_step(cdist - 0.25, quality)), quality); + // Clouds aren't visible underwater + #ifdef IS_POSTPROCESS + if (medium.x != 1) { + #endif + float cdist = max_dist; + float ldist = cdist; + // i is an emergency brake + float min_dist = clamp(max_dist / 4, 0.25, 24); + int i; + for (i = 0; cdist > min_dist && i < 250; i ++) { + ldist = cdist; + cdist = step_to_dist(trunc(dist_to_step(cdist - 0.25, quality)), quality); - vec3 emission; - float not_underground; // Used to prevent sunlight leaking underground - // `sample` is a reserved keyword - vec4 sample_ = cloud_at(origin + dir * ldist * splay, ldist, emission, not_underground); + vec3 emission; + float not_underground; // Used to prevent sunlight leaking underground + // `sample` is a reserved keyword + vec4 sample_ = cloud_at(origin + dir * ldist * splay, ldist, emission, not_underground); - vec2 density_integrals = max(sample_.zw, vec2(0)); + vec2 density_integrals = max(sample_.zw, vec2(0)); - float sun_access = max(sample_.x, 0); - float moon_access = max(sample_.y, 0); - float cloud_scatter_factor = density_integrals.x; - float global_scatter_factor = density_integrals.y; + float sun_access = max(sample_.x, 0); + float moon_access = max(sample_.y, 0); + float cloud_scatter_factor = density_integrals.x; + float global_scatter_factor = density_integrals.y; - float step = (ldist - cdist) * 0.01; - float cloud_darken = pow(1.0 / (1.0 + cloud_scatter_factor), step); - float global_darken = pow(1.0 / (1.0 + global_scatter_factor), step); + float step = (ldist - cdist) * 0.01; + float cloud_darken = pow(1.0 / (1.0 + cloud_scatter_factor), step); + float global_darken = pow(1.0 / (1.0 + global_scatter_factor), step); - surf_color = - // Attenuate light passing through the clouds - surf_color * cloud_darken * global_darken + - // Add the directed light light scattered into the camera by the clouds and the atmosphere (global illumination) - sun_color * sun_scatter * get_sun_brightness() * (sun_access * (1.0 - cloud_darken) /*+ sky_color * global_scatter_factor*/) + - moon_color * moon_scatter * get_moon_brightness() * (moon_access * (1.0 - cloud_darken) /*+ sky_color * global_scatter_factor*/) + - sky_light * (1.0 - global_darken) * not_underground + - emission * density_integrals.y * step; + surf_color = + // Attenuate light passing through the clouds + surf_color * cloud_darken * global_darken + + // Add the directed light light scattered into the camera by the clouds and the atmosphere (global illumination) + sun_color * sun_scatter * get_sun_brightness() * (sun_access * (1.0 - cloud_darken) /*+ sky_color * global_scatter_factor*/) + + moon_color * moon_scatter * get_moon_brightness() * (moon_access * (1.0 - cloud_darken) /*+ sky_color * global_scatter_factor*/) + + sky_light * (1.0 - global_darken) * not_underground + + emission * density_integrals.y * step; + } + #ifdef IS_POSTPROCESS + } + #endif + + if (medium.x == 1) { + float f_alt = alt_at(cam_pos.xy); + float fluid_alt = max(cam_pos.z + 1, floor(f_alt + 1)); + + float water_dist = clamp((fluid_alt - cam_pos.z) / max(dir.z, 0), 0, max_dist); + + //float fade = 1.0 - clamp(water_dist * 0.01, 0, 1);//pow(0.97, water_dist); + float fade = pow(0.98, water_dist); + + surf_color.rgb = mix(vec3(0, 0.5, 1) * get_sun_brightness() / max(1.0, (fluid_alt - cam_pos.z) * 0.5 - dir.z * 5), surf_color.rgb, fade/*pow(fade, 4)*/); } // Apply point glow diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 1e8831657e..3bdde2e9ce 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -559,9 +559,14 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q #if (CLOUD_MODE == CLOUD_MODE_NONE) vec3 sky_color = get_sky_light(dir, time_of_day, true); #else - vec3 star_dir = normalize(sun_dir.xyz * dir.z + cross(sun_dir.xyz, vec3(0, 1, 0)) * dir.x + vec3(0, 1, 0) * dir.y); - float star = is_star_at(star_dir); - vec3 sky_color = vec3(0) + star; + vec3 sky_color; + if (medium.x == 1) { + sky_color = get_sky_light(dir, time_of_day, true); + } else { + vec3 star_dir = normalize(sun_dir.xyz * dir.z + cross(sun_dir.xyz, vec3(0, 1, 0)) * dir.x + vec3(0, 1, 0) * dir.y); + float star = is_star_at(star_dir); + sky_color = vec3(0) + star; + } #endif return sky_color + sun_light + moon_light; diff --git a/assets/voxygen/shaders/postprocess-frag.glsl b/assets/voxygen/shaders/postprocess-frag.glsl index 0f8f91484c..c3811bf7fe 100644 --- a/assets/voxygen/shaders/postprocess-frag.glsl +++ b/assets/voxygen/shaders/postprocess-frag.glsl @@ -191,6 +191,13 @@ void main() { // return; // } + #ifdef EXPERIMENTAL_UNDERWARPER + vec2 uv = uv; + if (medium.x == 1) { + uv += sin(uv.yx * 30 + tick.xx * 1.0) * 0.005; + } + #endif + vec4 aa_color = aa_apply(t_src_color, s_src_color, uv * screen_res.xy, screen_res.xy); // Bloom diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl index 7aa6787721..5a4edb2e6d 100644 --- a/assets/voxygen/shaders/terrain-frag.glsl +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -275,7 +275,9 @@ void main() { emitted_light = vec3(1.0); reflected_light = vec3(1.0); - max_light += get_sun_diffuse2(/*time_of_day.x, */sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + float sun_diffuse = get_sun_diffuse2(/*time_of_day.x, */sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + max_light += sun_diffuse; // emitted_light *= f_light * point_shadow * max(shade_frac, MIN_SHADOW); // reflected_light *= f_light * point_shadow * shade_frac; @@ -284,6 +286,20 @@ void main() { reflected_light *= f_light; max_light *= f_light; + #define EXPERIMENTAL_CAUSTICS + #ifdef EXPERIMENTAL_CAUSTICS + #if (FLUID_MODE == FLUID_MODE_SHINY) + if (faces_fluid) { + vec3 wpos = f_pos + focus_off.xyz; + vec3 spos = (wpos + wpos.z * vec3(sun_dir.xy, 0)) * 0.05; + reflected_light += max(1.0 - pow(abs(noise_3d(vec3(spos.xy, tick.x * 0.1 + dot(sin(wpos.xy * 0.2), vec2(1)) * 0.1)) - 0.5) * 10, 0.001), 0) + * 500 + * cam_attenuation + * sun_diffuse; + } + #endif + #endif + // TODO: Apply AO after this vec3 glow = glow_light(f_pos) * (pow(f_glow, 3) * 5 + pow(f_glow, 2.0) * 2); reflected_light += glow * pow(max(dot(face_norm, f_norm), 0), 2); diff --git a/voxygen/src/render/mod.rs b/voxygen/src/render/mod.rs index 59724d3401..c02ac5fd74 100644 --- a/voxygen/src/render/mod.rs +++ b/voxygen/src/render/mod.rs @@ -427,4 +427,8 @@ pub enum ExperimentalShader { CurvedWorld, /// Adds extra detail to distant LoD (Level of Detail) terrain procedurally. ProceduralLodDetail, + /// Add a warping effect when underwater. + Underwarper, + /// Add caustics to underwater terrain. + Caustics, } diff --git a/voxygen/src/render/pipelines/fluid.rs b/voxygen/src/render/pipelines/fluid.rs index 72d5923db5..1c33af7c32 100644 --- a/voxygen/src/render/pipelines/fluid.rs +++ b/voxygen/src/render/pipelines/fluid.rs @@ -97,7 +97,7 @@ impl FluidPipeline { }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, - depth_write_enabled: false, + depth_write_enabled: true, depth_compare: wgpu::CompareFunction::GreaterEqual, stencil: wgpu::StencilState { front: wgpu::StencilFaceState::IGNORE,