Better rain performance

This commit is contained in:
Joshua Barretto 2022-07-10 13:53:31 +01:00
parent 47b236b1f0
commit fc21b54f02

View File

@ -92,8 +92,8 @@ void main() {
vec3 rorigin = cam_pos.xyz + focus_off.xyz + 0.5;
vec3 rpos = vec3(0.0);
float t = 0.0;
const float PLANCK = 0.01;
while (t < 64.0) {
const float PLANCK = 0.01;
float scale = min(pow(2, ceil(t / 2.0)), 32);
vec2 deltas = (step(vec2(0), dir2d) - fract(rpos.xy / scale + 100.0)) / dir2d;
float jump = max(min(deltas.x, deltas.y) * scale, PLANCK);
@ -103,17 +103,17 @@ void main() {
vec2 diff = abs(round(rpos.xy) - rpos.xy);
vec3 wall_pos = vec3((diff.x > diff.y) ? rpos.xy : rpos.yx, rpos.z + integrated_rain_vel);
wall_pos.xz *= vec2(4, 0.3);
wall_pos.z += hash(fract(vec4(floor(wall_pos.xy + vec2(0, 0.5)), 1000, 0) * 0.1));
wall_pos.z += hash_two(uvec2(wall_pos.xy + vec2(0, 0.5)));
float depth_adjust = fract(hash(vec4(floor(wall_pos.xyz), 2000)));
float depth_adjust = fract(hash_two(uvec2(wall_pos.xz)));
float wpos_dist = t - jump * depth_adjust;
vec3 wpos = cam_pos.xyz + dir * wpos_dist;
float density = rain_density * rain_occlusion_at(wpos);
if (fract(hash(vec4(floor(wall_pos.xyz), 0))) >= density) { continue; }
if (wpos_dist > dist) { break; }
if (length((fract(wall_pos.xz) - 0.5)) < 0.1 + pow(max(0.0, wpos_dist - (dist - 0.25)) / 0.25, 4.0) * 0.2) {
float density = rain_density * rain_occlusion_at(wpos);
if (fract(hash_two(uvec2(wall_pos.xz))) >= density) { continue; }
float alpha = 0.5 * clamp((wpos_dist - 1.0) * 0.5, 0.0, 1.0);
float light = dot(color.rgb, vec3(1)) + 0.1 + (get_sun_brightness() + get_moon_brightness()) * 0.3;
color.rgb = mix(color.rgb, vec3(0.1, 0.2, 0.5) * light, alpha);