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180 lines
8.2 KiB
GLSL
180 lines
8.2 KiB
GLSL
#include <random.glsl>
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#include <lod.glsl>
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const float CLOUD_THRESHOLD = 0.27;
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const float CLOUD_SCALE = 5.0;
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const float CLOUD_DENSITY = 150.0;
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vec2 get_cloud_heights(vec2 pos) {
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const float CLOUD_HALF_WIDTH = 300;
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const float CLOUD_HEIGHT_VARIATION = 1500.0;
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float cloud_alt = CLOUD_AVG_ALT + (texture(t_noise, pos.xy * 0.00005).x - 0.5) * CLOUD_HEIGHT_VARIATION;
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#if (CLOUD_MODE != CLOUD_MODE_MINIMAL)
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cloud_alt += (texture(t_noise, pos.xy * 0.001).x - 0.5) * 0.1 * CLOUD_HEIGHT_VARIATION;
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#endif
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return vec2(cloud_alt, CLOUD_HALF_WIDTH);
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}
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// Returns vec4(r, g, b, density)
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vec4 cloud_at(vec3 pos, float dist) {
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// Natural attenuation of air (air naturally attenuates light that passes through it)
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// Simulate the atmosphere thinning above 3000 metres down to nothing at 5000 metres
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float air = 0.0001 * clamp((10000.0 - pos.z) / 7000, 0, 1);
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// Mist sits close to the ground in valleys (TODO: use base_alt to put it closer to water)
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float MIST_MIN = 300;
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const float MIST_FADE_HEIGHT = 250;
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float mist = 0.0003 * pow(clamp(1.0 - (pos.z - MIST_MIN) / MIST_FADE_HEIGHT, 0.0, 1), 2) / (1.0 + pow(1.0 + dist / 20000.0, 2.0));
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vec3 wind_pos = vec3(pos.xy + wind_offset, pos.z);
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// Clouds
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float cloud_tendency = cloud_tendency_at(pos.xy);
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float cloud = 0;
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vec2 cloud_attr = get_cloud_heights(wind_pos.xy);
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float cloud_factor = 0.0;
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float turb_noise = 0.0;
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// This is a silly optimisation but it actually nets us a fair few fps by skipping quite a few expensive calcs
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if (cloud_tendency > 0 || mist > 0.0) {
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// Turbulence (small variations in clouds/mist)
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const float turb_speed = -1.0; // Turbulence goes the opposite way
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vec3 turb_offset = vec3(1, 1, 0) * time_of_day.x * turb_speed;
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#if (CLOUD_MODE >= CLOUD_MODE_MINIMAL)
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turb_noise = noise_3d((wind_pos + turb_offset) * 0.001) - 0.5;
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#endif
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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turb_noise += (noise_3d((wind_pos + turb_offset * 0.3) * 0.004) - 0.5) * 0.35;
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#endif
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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turb_noise += (noise_3d((wind_pos + turb_offset * 0.3) * 0.01) - 0.5) * 0.125;
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#endif
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mist *= (1.0 + turb_noise);
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cloud_factor = 0.25 * (1.0 - pow(min(abs(pos.z - cloud_attr.x) / (cloud_attr.y * pow(max(cloud_tendency * 20.0, 0), 0.5)), 1.0), 2.0));
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float cloud_flat = min(cloud_tendency, 0.07) * 0.05;
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cloud_flat *= (1.0 + turb_noise * 7.0 * max(0, 1.0 - cloud_factor * 5));
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cloud = cloud_flat * pow(cloud_factor, 2) * 20 / (1 + pow(1.0 + dist / 10000.0, 2.0));
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}
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// What proportion of sunlight is *not* being blocked by nearby cloud? (approximation)
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float sun_access = clamp((pos.z - cloud_attr.x + turb_noise * 250.0) * 0.002 + 0.35 + mist * 10000, 0.0, 1);
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// Since we're assuming the sun/moon is always above (not always correct) it's the same for the moon
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float moon_access = sun_access;
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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// Try to calculate a reasonable approximation of the cloud normal
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float cloud_tendency_x = cloud_tendency_at(pos.xy + vec2(100, 0));
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float cloud_tendency_y = cloud_tendency_at(pos.xy + vec2(0, 100));
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vec3 cloud_norm = vec3(
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(cloud_tendency - cloud_tendency_x) * 6,
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(cloud_tendency - cloud_tendency_y) * 6,
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(pos.z - cloud_attr.x) / 250 + turb_noise
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);
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sun_access = mix(clamp(dot(-sun_dir.xyz, cloud_norm), 0.025, 1), sun_access, 0.25);
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moon_access = mix(clamp(dot(-moon_dir.xyz, cloud_norm), 0.025, 1), moon_access, 0.25);
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#endif
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// Prevent mist (i.e: vapour beneath clouds) being accessible to the sun to avoid visual problems
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float suppress_mist = clamp((pos.z - cloud_attr.x + cloud_attr.y) / 300, 0, 1);
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sun_access *= suppress_mist;
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moon_access *= suppress_mist;
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// Prevent clouds and mist appearing underground (but fade them out gently)
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float not_underground = clamp(1.0 - (alt_at(pos.xy - focus_off.xy) - (pos.z - focus_off.z)) / 80.0, 0, 1);
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float vapor_density = (mist + cloud) * not_underground;
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// We track vapor density and air density separately. Why? Because photons will ionize particles in air
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// leading to rayleigh scattering, but water vapor will not. Tracking these indepedently allows us to
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// get more correct colours.
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return vec4(sun_access, moon_access, vapor_density, air);
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}
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float atan2(in float y, in float x) {
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bool s = (abs(x) > abs(y));
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return mix(PI/2.0 - atan(x,y), atan(y,x), s);
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}
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const float DIST_CAP = 50000;
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#if (CLOUD_MODE == CLOUD_MODE_ULTRA)
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const uint QUALITY = 200u;
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#elif (CLOUD_MODE == CLOUD_MODE_HIGH)
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const uint QUALITY = 50u;
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#elif (CLOUD_MODE == CLOUD_MODE_MEDIUM)
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const uint QUALITY = 30u;
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#elif (CLOUD_MODE == CLOUD_MODE_LOW)
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const uint QUALITY = 16u;
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#elif (CLOUD_MODE == CLOUD_MODE_MINIMAL)
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const uint QUALITY = 5u;
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#endif
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const float STEP_SCALE = DIST_CAP / (10.0 * float(QUALITY));
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float step_to_dist(float step) {
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return pow(step, 2) * STEP_SCALE;
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}
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float dist_to_step(float dist) {
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return pow(dist / STEP_SCALE, 0.5);
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}
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vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of_day, float max_dist, const float quality) {
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// Limit the marching distance to reduce maximum jumps
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max_dist = min(max_dist, DIST_CAP);
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origin.xyz += focus_off.xyz;
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// This hack adds a little direction-dependent noise to clouds. It's not correct, but it very cheaply
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// improves visual quality for low cloud settings
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float splay = 1.0;
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vec3 dir_diff = vec3(0);
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#if (CLOUD_MODE == CLOUD_MODE_MINIMAL)
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/* splay += (texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.5 - time_of_day * 0.000025).x - 0.5) * 0.4 / (1.0 + pow(dir.z, 2) * 10); */
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dir_diff = vec3(
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(texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10),
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(texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10),
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(texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10)
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) * 2000;
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#endif
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#if (CLOUD_MODE == CLOUD_MODE_MINIMAL || CLOUD_MODE == CLOUD_MODE_LOW)
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splay += (texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 5.0 - time_of_day * 0.00005).x - 0.5) * 0.075 / (1.0 + pow(dir.z, 2) * 10);
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#endif
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// Proportion of sunlight that get scattered back into the camera by clouds
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float sun_scatter = max(dot(-dir, sun_dir.xyz), 0.5);
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float moon_scatter = max(dot(-dir, moon_dir.xyz), 0.5);
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vec3 sky_color = get_sky_color();
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float net_light = get_sun_brightness() + get_moon_brightness();
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float cdist = max_dist;
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while (cdist > 1) {
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float ndist = step_to_dist(trunc(dist_to_step(cdist - 0.25)));
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vec4 sample = cloud_at(origin + (dir + dir_diff / ndist) * ndist * splay, ndist);
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vec2 density_integrals = max(sample.zw, vec2(0)) * (cdist - ndist);
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float sun_access = sample.x;
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float moon_access = sample.y;
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float scatter_factor = 1.0 - 1.0 / (1.0 + density_integrals.x);
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const float RAYLEIGH = 0.5;
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surf_color =
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// Attenuate light passing through the clouds
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surf_color * (1.0 - scatter_factor) +
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// This is not rayleigh scattering, but it's good enough for our purposes (only considers sun)
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(1.0 - surf_color) * net_light * sky_color * density_integrals.y * RAYLEIGH +
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// Add the directed light light scattered into the camera by the clouds
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get_sun_color() * sun_scatter * sun_access * scatter_factor * get_sun_brightness() +
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// Really we should multiple by just moon_brightness here but this just looks better given that we lack HDR
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get_moon_color() * moon_scatter * moon_access * scatter_factor * get_moon_brightness() * 4.0 +
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// Global illumination (uniform scatter from the sky)
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sky_color * sun_access * scatter_factor * get_sun_brightness() +
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sky_color * moon_access * scatter_factor * get_moon_brightness();
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cdist = ndist;
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}
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return surf_color;
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}
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