From f1ee52b2cc1a72bc0e3df1e77d657932e2dcd55e Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Sun, 28 Jan 2024 18:48:22 +0000 Subject: [PATCH] Better LoD detail --- assets/voxygen/shaders/lod-object-frag.glsl | 20 +++++++++++++++----- assets/voxygen/shaders/lod-terrain-frag.glsl | 8 ++++---- 2 files changed, 19 insertions(+), 9 deletions(-) diff --git a/assets/voxygen/shaders/lod-object-frag.glsl b/assets/voxygen/shaders/lod-object-frag.glsl index 9b1a98aa09..f9c6511642 100644 --- a/assets/voxygen/shaders/lod-object-frag.glsl +++ b/assets/voxygen/shaders/lod-object-frag.glsl @@ -35,7 +35,15 @@ layout(location = 1) out uvec4 tgt_mat; #include #include -const float FADE_DIST = 32.0; +float lod_voxel_noise(vec3 f_pos) { + #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL + vec3 block_pos = floor(f_pos) + 0.5; + //return (hash_three(uvec3((block_pos + focus_off.xyz) * 0.35)) - 0.5) * 5.0; + return floor((noise_3d((block_pos + focus_off.xyz) * 0.015) - 0.5) * 5.0); + #else + return 0.0; + #endif +} void main() { #ifdef EXPERIMENTAL_BAREMINIMUM @@ -94,20 +102,22 @@ void main() { vec3 top_norm = vec3(0, 0, 1); voxel_norm = normalize(mix(side_norm, top_norm, cam_dir.z)); #else - float t = -1.5; - while (t < 1.5) { + float base_surf_depth = lod_voxel_noise(f_pos); + float t = -1.5 + base_surf_depth; + while (t < 1.5 + base_surf_depth) { vec3 deltas = (step(vec3(0), -cam_dir) - fract(f_pos - cam_dir * t)) / -cam_dir; float m = min(min(deltas.x, deltas.y), deltas.z); t += max(m, 0.01); vec3 block_pos = floor(f_pos - cam_dir * t) + 0.5; - if (dot(block_pos - f_pos, -f_norm) < 0.0) { + float surf_depth = lod_voxel_noise(f_pos); + if (dot(block_pos - f_pos - f_norm * surf_depth, -f_norm) < 0.0) { vec3 to_center = abs(block_pos - (f_pos - cam_dir * t)); voxel_norm = step(max(max(to_center.x, to_center.y), to_center.z), to_center) * sign(-cam_dir); voxel_norm = mix(f_norm, voxel_norm, voxelize_factor); surf_color *= mix(0.65, 1.0, hash_three(uvec3(block_pos + focus_off.xyz))); - f_ao = mix(1.0, clamp(1.0 + t, 0.2, 1.0), voxelize_factor); + f_ao = mix(1.0, clamp(1.0 + t - surf_depth, 0.1, 1.0), voxelize_factor * max(0.0, -dot(cam_dir, f_norm))); break; } } diff --git a/assets/voxygen/shaders/lod-terrain-frag.glsl b/assets/voxygen/shaders/lod-terrain-frag.glsl index 7395b90433..a465ae945b 100644 --- a/assets/voxygen/shaders/lod-terrain-frag.glsl +++ b/assets/voxygen/shaders/lod-terrain-frag.glsl @@ -130,13 +130,13 @@ void main() { voxel_norm = normalize(mix(side_norm, top_norm, max(cam_dir.z, 0.0))); #else #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL - float nz_offset = (noise_2d((f_pos.xy + focus_off.xy) * 0.01) - 0.5) * 3.0 / f_norm.z; + float nz_offset = floor((noise_2d(round(f_pos.xy + focus_off.xy) * 0.01) - 0.5) * 3.0 / max(f_norm.z, 0.01)); #else const float nz_offset = 0.0; #endif - float t = -2.0; - while (t < 2.0) { + float t = -2.0 + nz_offset; + while (t < 2.0 + nz_offset) { vec3 deltas = (step(vec3(0), -cam_dir) - fract(f_pos - cam_dir * t)) / -cam_dir; float m = min(min(deltas.x, deltas.y), deltas.z); @@ -147,7 +147,7 @@ void main() { vec3 to_center = abs(block_pos - (f_pos - cam_dir * t)); voxel_norm = step(max(max(to_center.x, to_center.y), to_center.z), to_center) * sign(-cam_dir); voxel_norm = mix(f_norm, voxel_norm, voxelize_factor); - f_ao = mix(1.0, clamp(1.0 + (t - nz_offset) * 0.5, 0.1, 1.0), voxelize_factor); + f_ao = mix(1.0, clamp(1.0 + (t - nz_offset) * 0.5, 0.1, 1.0), voxelize_factor * max(0.0, -dot(cam_dir, f_norm))); break; } }