veloren/assets/voxygen/shaders/include/sky.glsl
2024-03-28 17:39:35 +00:00

828 lines
32 KiB
GLSL
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#ifndef SKY_GLSL
#define SKY_GLSL
#include <random.glsl>
#include <srgb.glsl>
#include <shadows.glsl>
#include <globals.glsl>
#include <rain_occlusion.glsl>
// Information about an approximately directional light, like the sun or moon.
struct DirectionalLight {
// vec3 dir;
float shadow;
// Fully blocks all light, including ambience
float block;
// vec3 color;
// float brightness;
};
const float PI = 3.141592653;
const vec3 SKY_DAWN_TOP = vec3(0.10, 0.1, 0.10);
const vec3 SKY_DAWN_MID = vec3(1.2, 0.3, 0.2);
const vec3 SKY_DAWN_BOT = vec3(0.0, 0.1, 0.23);
const vec3 DAWN_LIGHT = vec3(5.0, 2.0, 1.15);
const vec3 SUN_HALO_DAWN = vec3(8.2, 3.0, 2.1);
const vec3 SKY_DAY_TOP = vec3(0.1, 0.5, 0.9);
const vec3 SKY_DAY_MID = vec3(0.18, 0.28, 0.6);
const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3);
const vec3 DAY_LIGHT = vec3(3.8, 3.0, 1.8);
const vec3 SUN_HALO_DAY = vec3(0.25, 0.25, 0.001);
const vec3 SKY_DUSK_TOP = vec3(1.06, 0.1, 0.20);
const vec3 SKY_DUSK_MID = vec3(2.5, 0.3, 0.1);
const vec3 SKY_DUSK_BOT = vec3(0.0, 0.1, 0.23);
const vec3 DUSK_LIGHT = vec3(8.0, 1.5, 0.15);
const vec3 SUN_HALO_DUSK = vec3(10.2, 3.0, 0.1);
const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.004, 0.004);
const vec3 NIGHT_LIGHT = vec3(5.0, 0.75, 0.2);
// const vec3 NIGHT_LIGHT = vec3(0.0, 0.0, 0.0);
// Linear RGB, scattering coefficients for atmosphere at roughly R, G, B wavelengths.
//
// See https://en.wikipedia.org/wiki/Diffuse_sky_radiation
const vec3 MU_SCATTER = vec3(0.05, 0.10, 0.23);
const float SUN_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
const float MOON_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
const float UNDERWATER_MIST_DIST = 100.0;
const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1;
// Glow from static light sources
// Allowed to be > 1 due to HDR
const vec3 GLOW_COLOR = vec3(0.89, 0.95, 0.52);
// Calculate glow from static light sources, + some noise for flickering.
// TODO: Optionally disable the flickering for performance?
vec3 glow_light(vec3 pos) {
#if (SHADOW_MODE <= SHADOW_MODE_NONE)
return GLOW_COLOR;
#else
return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 0.5);
#endif
}
//vec3 get_sun_dir(float time_of_day) {
// const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
//
// float sun_angle_rad = time_of_day * TIME_FACTOR;
// // return vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
// return vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
//}
//
//vec3 get_moon_dir(float time_of_day) {
// const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
//
// float moon_angle_rad = time_of_day * TIME_FACTOR;
// // -cos((60+60*4)/360*2*pi)-0.5 = 0
// // -cos((60+60*5)/360*2*pi)-0.5 = -0.5
// // -cos((60+60*6)/360*2*pi)-0.5 = 0
// //
// // i.e. moon out from (60*5)/360*24 = 20:00 to (60*7/360*24) = 28:00 = 04:00.
// //
// // Then sun out from 04:00 to 20:00.
// return normalize(-vec3(sin(moon_angle_rad), 0.0, cos(moon_angle_rad) - 0.5));
//}
float CLOUD_AVG_ALT = view_distance.z + (view_distance.w - view_distance.z) * 1.25;
const float wind_speed = 0.25;
vec2 wind_offset = vec2(time_of_day.y * wind_speed * (3600.0 * 24.0));
float cloud_scale = view_distance.z / 150.0;
layout(set = 0, binding = 5) uniform texture2D t_alt;
layout(set = 0, binding = 6) uniform sampler s_alt;
// Transforms coordinate in the range 0..WORLD_SIZE to 0..1
vec2 wpos_to_uv(vec2 wpos) {
// Want: (pixel + 0.5) / W
vec2 texSize = textureSize(sampler2D(t_alt, s_alt), 0);
vec2 uv_pos = (wpos + 16) / (32.0 * texSize);
return vec2(uv_pos.x, /*1.0 - */uv_pos.y);
}
// Weather texture
layout(set = 0, binding = 12) uniform texture2D t_weather;
layout(set = 0, binding = 13) uniform sampler s_weather;
vec4 sample_weather(vec2 wpos) {
return textureLod(sampler2D(t_weather, s_weather), wpos_to_uv(wpos), 0);
}
float cloud_tendency_at(vec2 wpos) {
return sample_weather(wpos).r;
}
float rain_density_at(vec2 wpos) {
return sample_weather(wpos).g;
}
float cloud_shadow(vec3 pos, vec3 light_dir) {
#if (CLOUD_MODE <= CLOUD_MODE_MINIMAL)
return 1.0;
#else
vec2 xy_offset = light_dir.xy * ((CLOUD_AVG_ALT - pos.z) / -light_dir.z);
// Fade out shadow if the sun angle is too steep (simulates a widening penumbra with distance)
const vec2 FADE_RANGE = vec2(1500, 10000);
float fade = 1.0 - clamp((length(xy_offset) - FADE_RANGE.x) / (FADE_RANGE.y - FADE_RANGE.x), 0, 1);
float cloud = cloud_tendency_at(pos.xy + focus_off.xy - xy_offset);
return clamp(1 - fade * cloud * 16.0, 0, 1);
#endif
}
float magnetosphere = sin(time_of_day.y);
#if (CLOUD_MODE <= CLOUD_MODE_LOW)
const vec3 magnetosphere_tint = vec3(1);
#else
float _magnetosphere2 = pow(magnetosphere, 2) * 2 - 1;
float _magnetosphere3 = pow(_magnetosphere2, 2) * 2 - 1;
vec3 _magnetosphere_change = vec3(1.0) + vec3(
(magnetosphere + 1.0) * 2.0,
(-_magnetosphere2 + 1.0) * 2.0,
(-_magnetosphere3 + 1.0) * 1.0
) * 0.4;
vec3 magnetosphere_tint = _magnetosphere_change / length(_magnetosphere_change);
#endif
#if (CLOUD_MODE > CLOUD_MODE_NONE)
float emission_strength = clamp((magnetosphere - 0.3) * 1.3, 0, 1) * max(-moon_dir.z, 0);
#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
float emission_br = abs(pow(fract(time_of_day.y * 0.5) * 2 - 1, 2));
#else
float emission_br = 0.5;
#endif
#endif
float get_sun_brightness(/*vec3 sun_dir*/) {
return max(-sun_dir.z + 0.5, 0.0);
}
float get_moon_brightness(/*vec3 moon_dir*/) {
return max(-moon_dir.z + 0.6, 0.0) * 0.1;
}
vec3 get_sun_color(/*vec3 sun_dir*/) {
vec3 light = (sun_dir.x > 0) ? DUSK_LIGHT : DAWN_LIGHT;
return mix(
mix(
light * magnetosphere_tint,
NIGHT_LIGHT,
max(sun_dir.z, 0)
),
DAY_LIGHT,
max(-sun_dir.z, 0)
);
}
// Average sky colour (i.e: perfectly scattered light from the sky)
vec3 get_sky_color(/*vec3 sun_dir*/) {
return mix(
mix(
(SKY_DUSK_TOP + SKY_DUSK_MID) / 2 * magnetosphere_tint,
(SKY_NIGHT_TOP + SKY_NIGHT_MID) / 2,
max(sun_dir.z, 0)
),
(SKY_DAY_TOP + SKY_DAY_MID) / 2,
max(-sun_dir.z, 0)
);
}
vec3 get_moon_color(/*vec3 moon_dir*/) {
return vec3(0.5, 0.5, 1.6);
}
DirectionalLight get_sun_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/, /*vec4 sun_pos*/vec3 f_pos) {
float shadow = shade_frac;
float block = 1.0;
#ifdef HAS_SHADOW_MAPS
#if (SHADOW_MODE == SHADOW_MODE_MAP)
if (sun_dir.z < /*0.6*/0.0) {
/* ShadowLocals sun_shadow = shadowMats[0];
vec4 sun_pos = sun_shadow.texture_mat * vec4(f_pos, 1.0); */
// #if (SHADOW_MODE == SHADOW_MODE_MAP)
// // for (uint i = 0u; i < light_shadow_count.z; ++i) {
// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/;
// // }
// #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE)
// vec4 sun_pos = vec4(0.0);
// #endif
shadow = min(shadow, ShadowCalculationDirected(/*sun_pos, *//*0u*/f_pos));
}
#endif
#endif
return DirectionalLight(/*dir, */shadow, block/*, get_sun_color(dir), get_sun_brightness(dir)*/);
}
DirectionalLight get_moon_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/) {
float shadow = shade_frac;
float block = 1.0;
// #ifdef HAS_SHADOW_MAPS
// shadow = min(shade_frac, ShadowCalculationDirected(light_pos, 1u));
// #endif
return DirectionalLight(/*dir, */shadow, block/*, get_moon_color(dir), get_moon_brightness(dir)*/);
}
const float LIGHTNING_HEIGHT = 25.0;
const float MAX_LIGHTNING_PERIOD = 5.0;
float lightning_intensity() {
float time_since_lightning = time_since(last_lightning.w);
return
// Strength
1000000
// Flash
* max(0.0, 1.0 - time_since_lightning * 1.0)
// Reverb
* max(sin(time_of_day.x * 0.4), 0.0);
}
vec3 lightning_at(vec3 wpos) {
float time_since_lightning = time_since(last_lightning.w);
if (time_since_lightning < MAX_LIGHTNING_PERIOD) {
vec3 diff = wpos + focus_off.xyz - (last_lightning.xyz + vec3(0, 0, LIGHTNING_HEIGHT));
float dist = length(diff);
return vec3(0.5, 0.8, 1.0)
* lightning_intensity()
// Attenuation
/ pow(50.0 + dist, 2);
} else {
return vec3(0.0);
}
}
// // Calculates extra emission and reflectance (due to sunlight / moonlight).
// //
// // reflectence = k_a * i_a + i_a,persistent
// // emittence = Σ { m ∈ lights } i_m * shadow_m * get_light_reflected(light_m)
// //
// // Note that any shadowing to be done that would block the sun and moon, aside from heightmap shadowing (that will be
// // implemented sooon), should be implicitly provided via k_a, k_d, and k_s. For instance, shadowing via ambient occlusion.
// //
// // Also note that the emitted light calculation is kind of lame... we probabbly need something a bit nicer if we ever want to do
// // anything interesting here.
// // void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light, float diffusion
// void get_sun_diffuse(vec3 norm, float time_of_day, vec3 dir, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, out vec3 emitted_light, out vec3 reflected_light) {
// const float SUN_AMBIANCE = 0.1 / 2.0;// 0.1 / 3.0;
//
// vec3 sun_dir = get_sun_dir(time_of_day);
// vec3 moon_dir = get_moon_dir(time_of_day);
//
// float sun_light = get_sun_brightness(sun_dir);
// float moon_light = get_moon_brightness(moon_dir);
//
// vec3 sun_color = get_sun_color(sun_dir);
// vec3 moon_color = get_moon_color(moon_dir);
//
// vec3 sun_chroma = sun_color * sun_light;
// vec3 moon_chroma = moon_color * moon_light;
//
// /* float NLsun = max(dot(-norm, sun_dir), 0);
// float NLmoon = max(dot(-norm, moon_dir), 0);
// vec3 E = -dir; */
//
// // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
// // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5);
// // float ambient_sides = 0.5 - 0.5 * abs(dot(-norm, sun_dir));
//
// emitted_light = k_a * (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light)) + PERSISTENT_AMBIANCE;
// // TODO: Add shadows.
// reflected_light =
// sun_chroma * light_reflection_factor(norm, dir, sun_dir, k_d, k_s, alpha) +
// moon_chroma * 1.0 * /*4.0 * */light_reflection_factor(norm, dir, moon_dir, k_d, k_s, alpha);
//
// /* light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
// diffuse_light =
// sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.5 + 0.5, 0.0), diffusion) +
// moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) +
// PERSISTENT_AMBIANCE;
// ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */
// }
// Returns computed maximum intensity.
//
// wpos is the position of this fragment.
// mu is the attenuation coefficient for any substance on a horizontal plane.
// cam_attenuation is the total light attenuation due to the substance for beams between the point and the camera.
// surface_alt is the altitude of the attenuating surface.
float get_sun_diffuse2(DirectionalLight sun_info, DirectionalLight moon_info, vec3 norm, vec3 dir, vec3 wpos, vec3 mu, vec3 cam_attenuation, float surface_alt, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting, out vec3 emitted_light, out vec3 reflected_light) {
const vec3 SUN_AMBIANCE = MU_SCATTER;
#ifdef EXPERIMENTAL_PHOTOREALISTIC
const vec3 MOON_AMBIANCE = MU_SCATTER;
#else
// Boost ambiance, because we don't properly compensate for pupil dilation (which should occur *before* HDR,
// not in the end user's eye). Also, real nights are too dark to be fun.
const vec3 MOON_AMBIANCE = vec3(0.15, 0.25, 0.23) * 5;
#endif
/* vec3 sun_dir = sun_info.dir;
vec3 moon_dir = moon_info.dir; */
vec3 sun_dir = sun_dir.xyz;
vec3 moon_dir = moon_dir.xyz;
float sun_light = get_sun_brightness(/*sun_dir*/) * sun_info.block;//sun_info.brightness;;
float moon_light = get_moon_brightness(/*moon_dir*/) * moon_info.block * ambiance;//moon_info.brightness;
vec3 sun_color = get_sun_color(/*sun_dir*/) * SUN_COLOR_FACTOR;//sun_info.color * SUN_COLOR_FACTOR;
vec3 moon_color = get_moon_color(/*moon_dir*/) * MOON_COLOR_FACTOR;//moon_info.color;
// If the sun is facing the wrong way, we currently just want zero light, hence default point is wpos.
vec3 sun_attenuation = compute_attenuation(wpos, -sun_dir, mu, surface_alt, wpos);
vec3 moon_attenuation = compute_attenuation(wpos, -moon_dir, mu, surface_alt, wpos);
vec3 sun_chroma = sun_color * sun_light * cam_attenuation * sun_attenuation;
vec3 moon_chroma = moon_color * moon_light * cam_attenuation * moon_attenuation;
// #ifdef HAS_SHADOW_MAPS
// float sun_shadow = ShadowCalculationDirected(light_pos, 0u);
// float moon_shadow = ShadowCalculationDirected(light_pos, 1u);
// #else
// float sun_shadow = 1.0;
// float moon_shadow = 1.0;
// #endif
float sun_shadow = sun_info.shadow * cloud_shadow(wpos, sun_dir);
float moon_shadow = moon_info.shadow * cloud_shadow(wpos, moon_dir);
// https://en.m.wikipedia.org/wiki/Diffuse_sky_radiation
//
// HdRd radiation should come in at angle normal to us.
// const float H_d = 0.23;
//
// Let β be the angle from horizontal
// (for objects exposed to the sky, where positive when sloping towards south and negative when sloping towards north):
//
// sin β = (north ⋅ norm) / |north||norm|
// = dot(vec3(0, 1, 0), norm)
//
// cos β = sqrt(1.0 - dot(vec3(0, 1, 0), norm))
//
// Let h be the hour angle (180/0.0 at midnight, 90/1.0 at dawn, 0/0.0 at noon, -90/-1.0 at dusk, -180 at midnight/0.0):
// cos h = (midnight ⋅ -light_dir) / |midnight||-light_dir|
// = (noon ⋅ light_dir) / |noon||light_dir|
// = dot(vec3(0, 0, 1), light_dir)
//
// Let φ be the latitude at this point. 0 at equator, -90 at south pole / 90 at north pole.
//
// Let δ be the solar declination (angular distance of the sun's rays north [or south[]
// of the equator), i.e. the angle made by the line joining the centers of the sun and Earth with its projection on the
// equatorial plane. Caused by axial tilt, and 0 at equinoxes. Normally varies between -23.45 and 23.45 degrees.
//
// Let α (the solar altitude / altitud3 angle) be the vertical angle between the projection of the sun's rays on the
// horizontal plane and the direction of the sun's rays (passing through a point).
//
// Let Θ_z be the vertical angle between sun's rays and a line perpendicular to the horizontal plane through a point,
// i.e.
//
// Θ_z = (π/2) - α
//
// i.e. cos Θ_z = sin α and
// cos α = sin Θ_z
//
// Let γ_s be the horizontal angle measured from north to the horizontal projection of the sun's rays (positive when
// measured westwise).
//
// cos Θ_z = cos φ cos h cos δ + sin φ sin δ
// cos γ_s = sec α (cos φ sin δ - cos δ sin φ cos h)
// = (1 / √(1 - cos² Θ_z)) (cos φ sin δ - cos δ sin φ cos h)
// sin γ_s = sec α cos δ sin h
// = (1 / cos α) cos δ sin h
// = (1 / sin Θ_z) cos δ sin h
// = (1 / √(1 - cos² Θ_z)) cos δ sin h
//
// R_b = (sin(δ)sin(φ - β) + cos(δ)cos(h)cos(φ - β))/(sin(δ)sin(φ) + cos(δ)cos(h)cos(φ))
//
// Assuming we are on the equator (i.e. φ = 0), and there is no axial tilt or we are at an equinox (i.e. δ = 0):
//
// cos Θ_z = 1 * cos h * 1 + 0 * 0 = cos h
// cos γ_s = (1 / √(1 - cos² h)) (1 * 0 - 1 * 0 * cos h)
// = (1 / √(1 - cos² h)) * 0
// = 0
// sin γ_s = (1 / √(1 - cos² h)) * sin h
// = sin h / sin h
// = 1
//
// R_b = (0 * sin(0 - β) + 1 * cos(h) * cos(0 - β))/(0 * 0 + 1 * cos(h) * 1)
// = (cos(h)cos(-β)) / cos(H)
// = cos(-β), the angle from horizontal.
//
// NOTE: cos(-β) = cos(β).
// float cos_sun = dot(norm, /*-sun_dir*/vec3(0, 0, 1));
// float cos_moon = dot(norm, -moon_dir);
//
// Let ζ = diffuse reflectance of surrounding ground for solar radiation, then we have
//
// R_d = (1 + cos β) / 2
// R_r = ζ (1 - cos β) / 2
//
// H_t = H_b R_b + H_d R_d + (H_b + H_d) R_r
float sin_beta = dot(vec3(0, 1, 0), norm);
float R_b = sqrt(max(0.0, 1.0 - sin_beta * sin_beta));
// Rough estimate of diffuse reflectance of rest of ground.
// NOTE: zeta should be close to 0.7 with snow cover, 0.2 normally? Maybe?
vec3 zeta = max(vec3(0.2), k_d * (1.0 - k_s));//vec3(0.2);// k_d * (1.0 - k_s);
float R_d = (1 + R_b) * 0.5;
vec3 R_r = zeta * (1.0 - R_b) * 0.5;
//
// We can break this down into:
// H_t_b = H_b * (R_b + R_r) = light_intensity * (R_b + R_r)
// H_t_r = H_d * (R_d + R_r) = light_intensity * (R_d + R_r)
vec3 R_t_b = R_b + R_r;
vec3 R_t_r = R_d + R_r;
// vec3 half_vec = normalize(-norm + dir);
#ifdef EXPERIMENTAL_PHOTOREALISTIC
vec3 lrf = light_reflection_factor(norm, dir, -norm, k_d, vec3(0.0), alpha, voxel_norm, voxel_lighting);
#else
// In practice, for gameplay purposes, we often want extra light at earlier and later times, so we use a
// non-physical LRF to boost light during dawn and dusk.
float lrf = pow(dot(norm, vec3(0, 0, 1)) + 1, 2) * 0.25;
#endif
vec3 light_frac = R_t_b * (sun_chroma * SUN_AMBIANCE + moon_chroma * MOON_AMBIANCE) * lrf;
// vec3 light_frac = /*vec3(1.0)*//*H_d * */
// SUN_AMBIANCE * /*sun_light*/sun_chroma * light_reflection_factor(norm, dir, /*vec3(0, 0, -1.0)*/-norm, vec3((1.0 + cos_sun) * 0.5), vec3(k_s * (1.0 - cos_sun) * 0.5), alpha) +
// MOON_AMBIANCE * /*sun_light*/moon_chroma * light_reflection_factor(norm, dir, /*vec3(0, 0, -1.0)*/-norm, vec3((1.0 + cos_moon) * 0.5), vec3(k_s * (1.0 - cos_moon) * 0.5), alpha);
/* float NLsun = max(dot(-norm, sun_dir), 0);
float NLmoon = max(dot(-norm, moon_dir), 0);
vec3 E = -dir; */
// Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
// Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
// float ambient_sides = 0.0;
// float ambient_sides = 0.5 - 0.5 * min(abs(dot(-norm, sun_dir)), abs(dot(-norm, moon_dir)));
// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5);
// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5);
emitted_light = light_frac;// + k_a * PERSISTENT_AMBIANCE * ambiance * 0.1 * MU_SCATTER;
// emitted_light = k_a * light_frac * (/*ambient_sides + */SUN_AMBIANCE * /*sun_light*/sun_chroma + /*vec3(moon_light)*/MOON_AMBIANCE * moon_chroma) + PERSISTENT_AMBIANCE;
vec3 emission = vec3(0);
#if (CLOUD_MODE > CLOUD_MODE_NONE)
if (emission_strength > 0.0) {
emission = mix(vec3(0, 0.5, 1), vec3(1, 0, 0), emission_br) * emission_strength * 0.025;
}
#endif
#ifdef FLASHING_LIGHTS_ENABLED
vec3 lightning = lightning_at(wpos);
#else
vec3 lightning = vec3(0);
#endif
reflected_light = R_t_r * (
(1.0 - SUN_AMBIANCE) * sun_chroma * sun_shadow * (light_reflection_factor(norm, dir, sun_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting) /*+
light_reflection_factor(norm, dir, normalize(sun_dir + vec3(0.0, 0.1, 0.0)), k_d, k_s, alpha) +
light_reflection_factor(norm, dir, normalize(sun_dir - vec3(0.0, 0.1, 0.0)), k_d, k_s, alpha)*/) +
(1.0 - MOON_AMBIANCE) * moon_chroma * moon_shadow * 1.0 * /*4.0 * */light_reflection_factor(norm, dir, moon_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting) +
emission
) + lightning;
/* light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
diffuse_light =
sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.5 + 0.5, 0.0), diffusion) +
moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) +
PERSISTENT_AMBIANCE;
ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */
return rel_luminance(emitted_light + reflected_light);//rel_luminance(emitted_light + reflected_light);//sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
}
// This has been extracted into a function to allow quick exit when detecting a star.
float is_star_at(vec3 dir) {
float star_scale = 80.0;
// Star positions
vec3 pos = (floor(dir * star_scale) - 0.5) / star_scale;
// Noisy offsets
pos += (3.0 / star_scale) * (1.0 + hash(pos.yxzz) * 0.85);
// Find distance to fragment
float dist = length(pos - dir);
// Star threshold
//if (dist < 0.0015) {
// return 2.5;
//}
//return 0.0;
#if (CLOUD_MODE == CLOUD_MODE_NONE)
const float power = 5.0;
#else
const float power = 50.0;
#endif
return power * max(sun_dir.z, 0.1) / (1.0 + pow(dist * 750, 8));
}
vec3 get_sky_light(vec3 dir, bool with_stars) {
// Add white dots for stars. Note these flicker and jump due to FXAA
float star = 0.0;
if (with_stars) {
vec3 star_dir = sun_dir.xyz * dir.z + cross(sun_dir.xyz, vec3(0, 1, 0)) * dir.x + vec3(0, 1, 0) * dir.y;
star = is_star_at(star_dir);
}
vec3 sky_twilight_top = vec3(0.0, 0.0, 0.0);
vec3 sky_twilight_mid = vec3(0.0, 0.0, 0.0);
vec3 sky_twilight_bot = vec3(0.0, 0.0, 0.0);
if (sun_dir.x > 0) {
sky_twilight_top = SKY_DUSK_TOP;
sky_twilight_mid = SKY_DUSK_MID;
sky_twilight_bot = SKY_DUSK_BOT;
} else {
sky_twilight_top = SKY_DAWN_TOP;
sky_twilight_mid = SKY_DAWN_MID;
sky_twilight_bot = SKY_DAWN_BOT;
}
vec3 sky_top = mix(
mix(
sky_twilight_top * magnetosphere_tint,
SKY_NIGHT_TOP,
pow(max(sun_dir.z, 0.0), 0.2)
) + star,
SKY_DAY_TOP,
max(-sun_dir.z, 0)
);
vec3 sky_mid = mix(
mix(
sky_twilight_mid * magnetosphere_tint,
SKY_NIGHT_MID,
pow(max(sun_dir.z, 0.0), 0.1)
),
SKY_DAY_MID,
max(-sun_dir.z, 0)
);
vec3 sky_bot = mix(
mix(
sky_twilight_bot * magnetosphere_tint,
SKY_NIGHT_BOT,
pow(max(sun_dir.z, 0.0), 0.2)
),
SKY_DAY_BOT,
max(-sun_dir.z, 0)
);
vec3 sky_color = mix(
mix(
sky_mid,
sky_bot,
max(-dir.z, 0)
),
sky_top,
max(dir.z, 0)
);
return sky_color * magnetosphere_tint;
}
vec3 get_sky_color(vec3 dir, vec3 origin, vec3 f_pos, float quality, bool with_features, float refractionIndex, bool fake_clouds, float sun_shade_frac) {
// Sky color
vec3 sun_dir = sun_dir.xyz;
vec3 moon_dir = moon_dir.xyz;
// Sun
const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 10.0;
vec3 sun_halo_color = mix(
(sun_dir.x > 0 ? SUN_HALO_DUSK : SUN_HALO_DAWN)* magnetosphere_tint,
SUN_HALO_DAY,
pow(max(-sun_dir.z, 0.0), 0.5)
);
float sun_halo_power = 20.0;
#if (CLOUD_MODE == CLOUD_MODE_NONE)
if (true) {
#else
if (fake_clouds || medium.x == MEDIUM_WATER) {
#endif
sun_halo_power = 30.0;
sun_halo_color *= 0.01;
}
vec3 sun_halo = sun_halo_color * 25 * pow(max(dot(dir, -sun_dir), 0), sun_halo_power);
vec3 sun_surf = vec3(0);
if (with_features) {
float angle = 0.00035;
sun_surf = clamp((dot(dir, -sun_dir) - (1.0 - angle)) * 4 / angle, 0, 1)
* SUN_SURF_COLOR
* SUN_COLOR_FACTOR
* sun_shade_frac;
}
#if (CLOUD_MODE == CLOUD_MODE_NONE)
if (true) {
#else
if (fake_clouds || medium.x == MEDIUM_WATER) {
#endif
sun_surf *= 0.1;
}
vec3 sun_light = sun_halo + sun_surf;
// Moon
const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 250.0;
const vec3 MOON_HALO_COLOR = vec3(0.015, 0.015, 0.05) * 250;
vec3 moon_halo_color = MOON_HALO_COLOR;
float moon_halo_power = 20.0;
vec3 moon_surf = vec3(0);
if (with_features) {
float angle = 0.00035;
moon_surf = clamp((dot(dir, -moon_dir) - (1.0 - angle)) * 4 / angle, 0, 1) * MOON_SURF_COLOR;
}
#if (CLOUD_MODE == CLOUD_MODE_NONE)
if (true) {
#else
if (fake_clouds || medium.x == MEDIUM_WATER) {
#endif
moon_halo_power = 50.0;
moon_halo_color *= 0.2;
moon_surf *= 0.05;
}
vec3 moon_halo = moon_halo_color * pow(max(dot(dir, -moon_dir), 0), moon_halo_power);
vec3 moon_light = moon_halo + moon_surf;
// Replaced all clamp(sun_dir, 0, 1) with max(sun_dir, 0) because sun_dir is calculated from sin and cos, which are never > 1
vec3 sky_color;
#if (CLOUD_MODE == CLOUD_MODE_NONE)
if (true) {
#else
if (fake_clouds || medium.x == MEDIUM_WATER) {
#endif
sky_color = get_sky_light(dir, !fake_clouds);
} else {
if (medium.x == MEDIUM_WATER) {
sky_color = get_sky_light(dir, 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;
}
}
return sky_color + sun_light + moon_light;
}
vec3 get_sky_color(vec3 dir, vec3 origin, vec3 f_pos, float quality, bool with_features, float refractionIndex) {
return get_sky_color(dir, origin, f_pos, quality, with_features, refractionIndex, false, 1.0);
}
vec3 get_sky_color(vec3 dir, vec3 origin, vec3 f_pos, float quality, bool with_stars) {
return get_sky_color(dir, origin, f_pos, quality, with_stars, 1.0, false, 1.0);
}
float fog(vec3 f_pos, vec3 focus_pos, uint medium) {
return max(1.0 - 5000.0 / (1.0 + distance(f_pos.xy, focus_pos.xy)), 0.0);
// float fog_radius = view_distance.x;
// float mist_radius = 10000000.0;
// float min_fog = 0.5;
// float max_fog = 1.0;
// if (medium == MEDIUM_WATER) {
// mist_radius = UNDERWATER_MIST_DIST;
// min_fog = 0.0;
// }
// float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius;
// float mist = distance(f_pos, focus_pos) / mist_radius;
// return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
}
/* vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) {
float avg_col = (color.r + color.g + color.b) / 3.0;
return ((color - avg_col) * light + (diffuse + ambience) * avg_col) * (diffuse + ambience);
} */
vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted, vec3 reflected) {
return emitted + reflected;
// const float NIGHT_EXPOSURE = 10.0;
// const float DUSK_EXPOSURE = 2.0;//0.8;
// const float DAY_EXPOSURE = 1.0;//0.7;
// #if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN)
// const float DAY_SATURATION = 1.1;
// #else
// const float DAY_SATURATION = 1.0;
// #endif
// const float DUSK_SATURATION = 0.6;
// const float NIGHT_SATURATION = 0.1;
// const float gamma = /*0.5*//*1.*0*/1.0;//1.0;
/* float light = length(emitted + reflected);
float color = srgb_to_linear(emitted + reflected);
float avg_col = (color.r + color.g + color.b) / 3.0;
return ((color - avg_col) * light + reflected * avg_col) * (emitted + reflected); */
// float max_intensity = vec3(1.0);
// vec3 color = emitted + reflected;
// float lum = rel_luminance(color);
// float lum_sky = lum - max_light;
/* vec3 sun_dir = get_sun_dir(time_of_day.x);
vec3 moon_dir = get_moon_dir(time_of_day.x); */
// float sky_light = rel_luminance(
// get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR +
// get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/));
// Tone mapped value.
// vec3 T = /*color*//*lum*/color;//normalize(color) * lum / (1.0 + lum);
// float alpha = 0.5;//2.0;
// float alpha = mix(
// mix(
// DUSK_EXPOSURE,
// NIGHT_EXPOSURE,
// max(sun_dir.z, 0)
// ),
// DAY_EXPOSURE,
// max(-sun_dir.z, 0)
// );
// vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz;
// float cos_view_light = dot(-now_light, view_dir);
// alpha *= exp(1.0 - cos_view_light);
// sky_light *= 1.0 - log(1.0 + view_dir.z);
// float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0;
// alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0);
// alpha = alpha * min(1.0, (max_light == 0.0 ? 1.0 : (1.0 + abs(lum_sky)) / /*(1.0 + max_light)*/max_light));
// vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum;
// float L = lum == 0.0 ? 0.0 : log(lum);
// // float B = T;
// // float B = L + log(alpha);
// float B = lum;
// float D = L - B;
// float o = 0.0;//log(PERSISTENT_AMBIANCE);
// float scale = /*-alpha*/-alpha;//1.0;
// float B_ = (B - o) * scale;
// // float T = lum;
// float O = exp(B_ + D);
// float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum);
// float T = lum;
// Heuristic desaturation
// const float s = 0.8;
// float s = mix(
// mix(
// DUSK_SATURATION,
// NIGHT_SATURATION,
// max(sun_dir.z, 0)
// ),
// DAY_SATURATION,
// max(-sun_dir.z, 0)
// );
// s = max(s, (max_light) / (1.0 + s));
// s = max(s, max_light / (1.0 + max_light));
// vec3 c = pow(col_adjusted, vec3(s)) * T;
// vec3 c = col_adjusted * T;
// vec3 c = sqrt(col_adjusted) * T;
// vec3 c = /*col_adjusted * */col_adjusted * T;
// return color;
// return c;
// float sum_col = color.r + color.g + color.b;
// return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma)));
}
vec3 simple_lighting(vec3 pos, vec3 col, float shade) {
// Bad fake lantern so we can see in caves
vec3 d = pos.xyz - focus_pos.xyz;
return col * clamp(2.5 / dot(d, d), shade * (get_sun_brightness() + 0.01), 1);
}
float wind_wave(float off, float scaling, float speed, float strength) {
float aspeed = abs(speed);
// TODO: Right now, the wind model is pretty simplistic. This means that there is frequently no wind at all, which
// looks bad. For now, we add a lower bound on the wind speed to keep things looking nice.
strength = max(strength, 6.0);
aspeed = max(aspeed, 5.0);
return (sin(tick_loop(2.0 * PI, 0.35 * scaling * floor(aspeed), off)) * (1.0 - fract(aspeed))
+ sin(tick_loop(2.0 * PI, 0.35 * scaling * ceil(aspeed), off)) * fract(aspeed)) * abs(strength) * 0.25;
//return sin(tick.x * 1.5 * scaling + off) + sin(tick.x * 0.35 * scaling + off);
}
#endif