#include #include #include #include float falloff(float x) { return pow(max(x > 0.577 ? (0.3849 / x - 0.1) : (0.9 - x * x), 0.0), 4); } // Return the 'broad' density of the cloud at a position. This gets refined later with extra noise, but is important // for computing light access. float cloud_broad(vec3 pos) { return 0.0 + 2 * (noise_3d(pos / vec3(vec2(30000.0), 20000.0) / cloud_scale + 1000.0) - 0.5) ; } // Returns vec4(r, g, b, density) vec4 cloud_at(vec3 pos, float dist, out vec3 emission, out float not_underground) { #ifdef EXPERIMENTAL_CURVEDWORLD pos.z += pow(distance(pos.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); #endif // Natural attenuation of air (air naturally attenuates light that passes through it) // Simulate the atmosphere thinning as you get higher. Not physically accurate, but then // it can't be since Veloren's world is flat, not spherical. float atmosphere_alt = CLOUD_AVG_ALT + 40000.0; // Veloren's world is flat. This is, to put it mildly, somewhat non-physical. With the earth as an infinitely-big // plane, the atmosphere is therefore capable of scattering 100% of any light source at the horizon, no matter how // bright, because it has to travel through an infinite amount of atmosphere. This doesn't happen in reality // because the earth has curvature and so there is an upper bound on the amount of atmosphere that a sunset must // travel through. We 'simulate' this by fading out the atmosphere density with distance. float flat_earth_hack = 1.0 / (1.0 + dist * 0.0001); float air = 0.025 * clamp((atmosphere_alt - pos.z) / 20000, 0, 1) * flat_earth_hack; float alt = alt_at(pos.xy - focus_off.xy); // Mist sits close to the ground in valleys (TODO: use base_alt to put it closer to water) float mist_min_alt = 0.5; #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) mist_min_alt = (textureLod(sampler2D(t_noise, s_noise), pos.xy / 50000.0, 0).x - 0.5) * 1.5 + 0.5; #endif mist_min_alt = view_distance.z * 1.5 * (1.0 + mist_min_alt * 0.5) + alt * 0.5 + 250; const float MIST_FADE_HEIGHT = 1000; float mist = 0.01 * pow(clamp(1.0 - (pos.z - mist_min_alt) / MIST_FADE_HEIGHT, 0.0, 1), 10.0) * flat_earth_hack; vec3 wind_pos = vec3(pos.xy + wind_offset, pos.z + noise_2d(pos.xy / 20000) * 500); // Clouds float cloud_tendency = cloud_tendency_at(pos.xy); float cloud = 0; if (mist > 0.0) { mist *= 0.5 #if (CLOUD_MODE >= CLOUD_MODE_LOW) + 1.0 * (noise_2d(wind_pos.xy / 5000) - 0.5) #endif #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) + 0.25 * (noise_3d(wind_pos / 1000) - 0.5) #endif ; } //vec2 cloud_attr = get_cloud_heights(wind_pos.xy); float sun_access = 0.0; float moon_access = 0.0; float cloud_sun_access = 0.0; float cloud_moon_access = 0.0; float cloud_broad_a = 0.0; float cloud_broad_b = 0.0; // This is a silly optimisation but it actually nets us a fair few fps by skipping quite a few expensive calcs if ((pos.z < CLOUD_AVG_ALT + 15000.0 && cloud_tendency > 0.0)) { // Turbulence (small variations in clouds/mist) const float turb_speed = -1.0; // Turbulence goes the opposite way vec3 turb_offset = vec3(1, 1, 0) * time_of_day.x * turb_speed; float CLOUD_DEPTH = (view_distance.w - view_distance.z) * 0.8; const float CLOUD_DENSITY = 10000.0; const float CLOUD_ALT_VARI_WIDTH = 100000.0; const float CLOUD_ALT_VARI_SCALE = 5000.0; float cloud_alt = CLOUD_AVG_ALT + alt * 0.5; cloud_broad_a = cloud_broad(wind_pos + sun_dir.xyz * 250); cloud_broad_b = cloud_broad(wind_pos - sun_dir.xyz * 250); cloud = cloud_tendency + (0.0 + 24 * (cloud_broad_a + cloud_broad_b) * 0.5 #if (CLOUD_MODE >= CLOUD_MODE_MINIMAL) + 4 * (noise_3d((wind_pos + turb_offset) / 2000.0 / cloud_scale) - 0.5) #endif #if (CLOUD_MODE >= CLOUD_MODE_LOW) + 0.75 * (noise_3d((wind_pos + turb_offset * 0.5) / 750.0 / cloud_scale) - 0.5) #endif #if (CLOUD_MODE >= CLOUD_MODE_HIGH) + 0.75 * (noise_3d(wind_pos / 500.0 / cloud_scale) - 0.5) #endif ) * 0.01; cloud = pow(max(cloud, 0), 3) * sign(cloud); cloud *= CLOUD_DENSITY * sqrt(cloud_tendency) * falloff(abs(pos.z - cloud_alt) / CLOUD_DEPTH); // What proportion of sunlight is *not* being blocked by nearby cloud? (approximation) // Basically, just throw together a few values that roughly approximate this term and come up with an average cloud_sun_access = exp(( // Cloud density gradient 0.25 * (cloud_broad_a - cloud_broad_b + (0.25 * (noise_3d(wind_pos / 4000 / cloud_scale) - 0.5) + 0.1 * (noise_3d(wind_pos / 1000 / cloud_scale) - 0.5))) #if (CLOUD_MODE >= CLOUD_MODE_HIGH) // More noise + 0.01 * (noise_3d(wind_pos / 500) / cloud_scale - 0.5) #endif ) * 15.0 - 1.5) * 1.5; // Since we're assuming the sun/moon is always above (not always correct) it's the same for the moon cloud_moon_access = 1.0 - cloud_sun_access; } // Keeping this because it's something I'm likely to reenable later /* #if (CLOUD_MODE >= CLOUD_MODE_HIGH) // Try to calculate a reasonable approximation of the cloud normal float cloud_tendency_x = cloud_tendency_at(pos.xy + vec2(100, 0)); float cloud_tendency_y = cloud_tendency_at(pos.xy + vec2(0, 100)); vec3 cloud_norm = vec3( (cloud_tendency - cloud_tendency_x) * 4, (cloud_tendency - cloud_tendency_y) * 4, (pos.z - cloud_attr.x) / cloud_attr.y + 0.5 ); cloud_sun_access = mix(max(dot(-sun_dir.xyz, cloud_norm) - 1.0, 0.025), cloud_sun_access, 0.25); cloud_moon_access = mix(max(dot(-moon_dir.xyz, cloud_norm) - 0.6, 0.025), cloud_moon_access, 0.25); #endif */ float mist_sun_access = exp(mist); float mist_moon_access = mist_sun_access; sun_access = mix(cloud_sun_access, mist_sun_access, clamp(mist * 20000, 0, 1)); moon_access = mix(cloud_moon_access, mist_moon_access, clamp(mist * 20000, 0, 1)); // Prevent mist (i.e: vapour beneath clouds) being accessible to the sun to avoid visual problems //float suppress_mist = clamp((pos.z - cloud_attr.x + cloud_attr.y) / 300, 0, 1); //sun_access *= suppress_mist; //moon_access *= suppress_mist; // Prevent clouds and mist appearing underground (but fade them out gently) not_underground = clamp(1.0 - (alt - (pos.z - focus_off.z)) / 80.0 + dist * 0.001, 0, 1); sun_access *= not_underground; moon_access *= not_underground; float vapor_density = (mist + cloud) * not_underground; if (emission_strength <= 0.0) { emission = vec3(0); } else { float nz = textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00005 - time_of_day.x * 0.0001, 0).x;//noise_3d(vec3(wind_pos.xy * 0.00005 + cloud_tendency * 0.2, time_of_day.x * 0.0002)); float emission_alt = alt * 0.5 + 1000 + 1000 * nz; float emission_height = 1000.0; float emission_factor = pow(max(0.0, 1.0 - abs((pos.z - emission_alt) / emission_height - 1.0)) * max(0, 1.0 - abs(0.0 + textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.0001 + nz * 0.1, 0).x + textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.0005 + nz * 0.5, 0).x * 0.3 - 0.5) * 2) * max(0, 1.0 - abs(textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00001, 0).x - 0.5) * 4) , 2) * emission_strength; float t = clamp((pos.z - emission_alt) / emission_height, 0, 1); t = pow(t - 0.5, 2) * sign(t - 0.5) + 0.5; float top = pow(t, 2); float bot = pow(max(0.8 - t, 0), 2) * 2; const vec3 cyan = vec3(0, 0.5, 1); const vec3 red = vec3(1, 0, 0); const vec3 green = vec3(0, 8, 0); emission = 10 * emission_factor * nz * (cyan * top * max(0, 1 - emission_br) + red * max(emission_br, 0) + green * bot); } // We track vapor density and air density separately. Why? Because photons will ionize particles in air // leading to rayleigh scattering, but water vapor will not. Tracking these indepedently allows us to // get more correct colours. return vec4(sun_access, moon_access, vapor_density, air); } float atan2(in float y, in float x) { bool s = (abs(x) > abs(y)); return mix(PI/2.0 - atan(x,y), atan(y,x), s); } const float DIST_CAP = 50000; #if (CLOUD_MODE == CLOUD_MODE_ULTRA) const uint QUALITY = 200u; #elif (CLOUD_MODE == CLOUD_MODE_HIGH) const uint QUALITY = 40u; #elif (CLOUD_MODE == CLOUD_MODE_MEDIUM) const uint QUALITY = 18u; #elif (CLOUD_MODE == CLOUD_MODE_LOW) const uint QUALITY = 6u; #elif (CLOUD_MODE == CLOUD_MODE_MINIMAL) const uint QUALITY = 2u; #endif const float STEP_SCALE = DIST_CAP / (10.0 * float(QUALITY)); float step_to_dist(float step, float quality) { return pow(step, 2) * STEP_SCALE / quality; } float dist_to_step(float dist, float quality) { return pow(dist / STEP_SCALE * quality, 0.5); } // This *MUST* go here: when clouds are enabled, it relies on the declaration of `clouds_at` above. Sadly, GLSL doesn't // consistently support forward declarations (not surprising, it's designed for single-pass compilers). #include vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of_day, float max_dist, const float quality) { // Limit the marching distance to reduce maximum jumps max_dist = min(max_dist, DIST_CAP); origin.xyz += focus_off.xyz; // This hack adds a little direction-dependent noise to clouds. It's not correct, but it very cheaply // improves visual quality for low cloud settings float splay = 1.0; #if (CLOUD_MODE == CLOUD_MODE_MINIMAL) splay += (textureLod(sampler2D(t_noise, s_noise), vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 5.0 - time_of_day * 0.00005, 0).x - 0.5) * 0.025 / (1.0 + pow(dir.z, 2) * 10); #endif const vec3 RAYLEIGH = vec3(0.025, 0.1, 0.5); // Proportion of sunlight that get scattered back into the camera by clouds float sun_scatter = dot(-dir, sun_dir.xyz) * 0.5 + 0.7; float moon_scatter = dot(-dir, moon_dir.xyz) * 0.5 + 0.7; float net_light = get_sun_brightness() + get_moon_brightness(); vec3 sky_color = RAYLEIGH * net_light; vec3 sky_light = get_sky_light(dir, time_of_day, false); vec3 sun_color = get_sun_color(); vec3 moon_color = get_moon_color(); // 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); 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 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; } #ifdef IS_POSTPROCESS } #endif // Underwater light attenuation 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) / pow(max(dir.z, 0), 10), 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 surf_color = apply_point_glow(origin, dir, max_dist, surf_color); return surf_color; }