veloren/assets/voxygen/shaders/include/cloud/regular.glsl

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14 KiB
GLSL

#include <constants.glsl>
#include <random.glsl>
#include <light.glsl>
#include <lod.glsl>
float falloff(float x) {
return pow(max(x > 0.577 ? (0.3849 / x - 0.1) : (0.9 - x * x), 0.0), 4);
}
float billow_noise_3d(vec3 pos) {
return abs(noise_3d(pos) - 0.5) * 2.0;
}
float billow_noise_2d(vec2 pos) {
return abs(noise_2d(pos) - 0.5) * 2.0;
}
// 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 / 35000.0, 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
;
}
float CLOUD_DEPTH = (view_distance.w - view_distance.z) * (0.2 + sqrt(cloud_tendency) * 0.5);
float cloud_alt = alt + CLOUD_DEPTH * 2 + 1000.0;
//vec2 cloud_attr = get_cloud_heights(wind_pos.xy);
float sun_access = 0.0;
float moon_access = 0.0;
float cloud_sun_access = clamp((pos.z - cloud_alt) / 1500 + 0.5, 0, 1);
float cloud_moon_access = 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 + 8000.0 && 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;
const float CLOUD_DENSITY = 10000.0;
const float CLOUD_ALT_VARI_WIDTH = 100000.0;
const float CLOUD_ALT_VARI_SCALE = 5000.0;
float small_nz = 0.0
#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
- (billow_noise_3d((pos + turb_offset * 0.5) / 8000.0) - 0.5)
#else
- (billow_noise_2d((pos.xy + turb_offset.xy * 0.5) / 8000.0) - 0.5)
#endif
#if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_MINIMAL)
- (noise_3d((pos - turb_offset * 0.1) / 750.0) - 0.5) * 0.25
#endif
#if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_HIGH)
- (billow_noise_3d((pos - turb_offset * 0.1) / 500.0) - 0.5) * 0.1
#endif
;
// Sample twice to allow for self-shadowing
float cloud_p0 = noise_3d((wind_pos + vec3(0, 0, small_nz) * 250 - sun_dir.xyz * 250) * vec3(0.55, 0.55, 1) / (cloud_scale * 20000.0));
float cloud_p1 = noise_3d((wind_pos + vec3(0, 0, small_nz) * 250 + sun_dir.xyz * 250) * vec3(0.55, 0.55, 1) / (cloud_scale * 20000.0));
float cloud_factor = pow(max(((cloud_p0 + cloud_p1) * 0.5
- 0.5
- small_nz * 0.1
+ cloud_tendency * 0.3
)
, 0.0) * 120.0 * cloud_tendency, 5.0)
* falloff(abs(pos.z - cloud_alt) / CLOUD_DEPTH);
cloud = cloud_factor * 10;
// 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 = clamp(
0.7
+ pow(abs(cloud_p1 - cloud_p0), 0.5) * sign(cloud_p1 - cloud_p0) * 0.5
+ (pos.z - cloud_alt) / CLOUD_DEPTH * 0.4
- pow(cloud * 10000000.0, 0.2) * 0.0075
,
0.15,
10.0
) + small_nz * 0.2;
// Since we're assuming the sun/moon is always above (not always correct) it's the same for the moon
cloud_moon_access = cloud_sun_access;
}
float mist_sun_access = max(1.0 - cloud_tendency * 8, 0.25);
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.y * 8.0, 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);
}
#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 <point_glow.glsl>
vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, 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.y * 4.0, 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, false);
vec3 sun_color = get_sun_color();
vec3 moon_color = get_moon_color();
// Clouds aren't visible underwater
float cdist = max_dist;
float ldist = cdist;
// i is an emergency brake
float min_dist = clamp(max_dist / 4, 0.25, 24);
int i;
#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
#ifndef EXPERIMENTAL_NORAINBOWS
// TODO: Make it a double rainbow
float rainbow_t = (0.7 - dot(sun_dir.xyz, dir)) * 8 / 0.05;
int rainbow_c = int(floor(rainbow_t));
rainbow_t = fract(rainbow_t);
rainbow_t = rainbow_t * rainbow_t;
#endif
#endif
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
vec3 pos = origin + dir * ldist * splay;
// `sample` is a reserved keyword
vec4 sample_ = cloud_at(origin + dir * ldist * splay, ldist, emission, not_underground);
// DEBUG
// if (max_dist > ldist && max_dist < ldist * 1.02) {
// surf_color = vec3(1, 0, 0);
// }
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);
// Proportion of light diffusely scattered instead of absorbed
float cloud_diffuse = 0.5;
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) * cloud_diffuse /*+ sky_color * global_scatter_factor*/) +
moon_color * moon_scatter * get_moon_brightness() * (moon_access * (1.0 - cloud_darken) * cloud_diffuse /*+ sky_color * global_scatter_factor*/) +
sky_light * (1.0 - global_darken) * not_underground +
// A small amount fake ambient light underground
(1.0 - not_underground) * vec3(0.2, 0.35, 0.5) * (1.0 - global_darken) / (1.0 + max_dist * 0.003) +
emission * density_integrals.y * step;
// Rainbow
#if (CLOUD_MODE >= CLOUD_MODE_ULTRA)
#ifndef EXPERIMENTAL_NORAINBOWS
if (rainbow_c >= 0 && rainbow_c < 8) {
vec3 colors[9] = {
surf_color,
vec3(0.9, 0.5, 0.9),
vec3(0.25, 0.0, 0.5),
vec3(0.0, 0.0, 1.0),
vec3(0.0, 0.5, 0.0),
vec3(1.0, 1.0, 0.0),
vec3(1.0, 0.6, 0.0),
vec3(1.0, 0.0, 0.0),
surf_color,
};
float h = max(0.0, min(pos.z, 900.0 - pos.z) / 450.0);
float rain = rain_density_at(pos.xy) * pow(h, 0.1);
float sun = sun_access * get_sun_brightness();
float energy = pow(rain * sun * min(cdist / 500.0, 1.0), 2.0) * 0.4;
surf_color = mix(
surf_color,
mix(colors[rainbow_c], colors[rainbow_c + 1], rainbow_t),
energy
);
}
#endif
#endif
}
// Underwater light attenuation
surf_color = water_diffuse(surf_color, dir, max_dist);
// Apply point glow
surf_color = apply_point_glow(origin, dir, max_dist, surf_color);
return surf_color;
}