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Volumetric effects
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15 changed files with 468 additions and 23 deletions
44
client/shaders/clouds_merge/opengl_fragment.glsl
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44
client/shaders/clouds_merge/opengl_fragment.glsl
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#define cloudsTexture texture0
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#define sceneTexture texture1
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uniform sampler2D cloudsTexture;
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uniform sampler2D sceneTexture;
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uniform vec2 texelSize0;
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uniform vec3 dayLight;
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varying vec2 screenspaceCoordinate;
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vec4 sampleClouds(vec2 uv) {
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vec4 cloudsKey = texture2D(cloudsTexture, uv);
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const vec3 darkColor = vec3(0.05, 0.1, 0.2);
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const vec3 auroraDark = vec3(0., 0.5, 0.5);
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const vec3 auroraBright = vec3(0., 0.5, .0);
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return vec4(
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mix(auroraDark, auroraBright, cloudsKey.b) * cloudsKey.b * max(0., 1. - cloudsKey.r) +
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cloudsKey.r * (darkColor * max(0., 1. - cloudsKey.g) + dayLight * cloudsKey.g),
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cloudsKey.r);
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}
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vec4 getClouds(vec2 uv) {
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return
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sampleClouds(uv - texelSize0 * vec2(-1.0, -1.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2( 0.0, -1.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2( 1.0, -1.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2(-1.0, 0.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2( 0.0, 0.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2( 1.0, 0.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2(-1.0, 1.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2( 0.0, 1.0)) / 9.0 +
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sampleClouds(uv - texelSize0 * vec2( 1.0, 1.0)) / 9.0;
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}
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void main(void)
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{
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vec4 cloudsColor = getClouds(screenspaceCoordinate * 0.5 + 0.5);
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vec4 sceneColor = texture2D(sceneTexture, screenspaceCoordinate * 0.5 + 0.5);
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gl_FragColor = vec4(sceneColor.rgb * (1. - cloudsColor.a) + cloudsColor.rgb, 1.);
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}
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7
client/shaders/clouds_merge/opengl_vertex.glsl
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7
client/shaders/clouds_merge/opengl_vertex.glsl
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varying vec2 screenspaceCoordinate;
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void main(void)
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{
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screenspaceCoordinate = inVertexPosition.xy;
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gl_Position = inVertexPosition;
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}
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17
client/shaders/coarse_noise_shader/opengl_fragment.glsl
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17
client/shaders/coarse_noise_shader/opengl_fragment.glsl
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uniform float cloudDensity;
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// Pseudorandom number generator
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float rand(vec2 n) {
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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}
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// More random pseudorandom number generator;
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float noise(vec2 p){
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vec2 p2 = p + vec2(rand(p), rand(p.yx));
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return rand(p2);
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}
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void main(void)
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{
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gl_FragColor = vec4(vec3(step(noise(floor(gl_FragCoord.xy * 0.25)), cloudDensity)), 1.);
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}
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4
client/shaders/coarse_noise_shader/opengl_vertex.glsl
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4
client/shaders/coarse_noise_shader/opengl_vertex.glsl
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void main(void)
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{
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gl_Position = inVertexPosition;
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}
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15
client/shaders/noise_shader/opengl_fragment.glsl
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15
client/shaders/noise_shader/opengl_fragment.glsl
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// Pseudorandom number generator
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float rand(vec2 n) {
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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}
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// More random pseudorandom number generator;
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float noise(vec2 p){
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vec2 p2 = p + vec2(rand(p), rand(p.yx));
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return rand(p2);
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}
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void main(void)
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{
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gl_FragColor = vec4(vec3(noise(gl_FragCoord.xy)), 1.);
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}
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4
client/shaders/noise_shader/opengl_vertex.glsl
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client/shaders/noise_shader/opengl_vertex.glsl
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void main(void)
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{
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gl_Position = inVertexPosition;
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}
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@ -163,7 +163,7 @@ void main(void)
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// Filter out blue pixels, because the color grading tends to wash them out.
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float blue_factor = clamp((color.b - max(color.r, color.g)) / max(0.01, min(color.r, color.g)), 0.0, 1.0);
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color.rgb = mix(color.rgb, pow(color.rgb * slope, power), pow(1. - blue_factor, 4.));
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color.rgb = mix(color.rgb, pow(color.rgb * slope, power), 1.);
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#endif
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color.rgb = applySaturation(color.rgb, saturation);
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}
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182
client/shaders/volumetric_clouds/opengl_fragment.glsl
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client/shaders/volumetric_clouds/opengl_fragment.glsl
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#define depthmap texture0
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#define noiseTexture texture1
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#define noiseTextureCoarse texture2
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#define ITERATIONS 50
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#define LIGHT_ITERATIONS 10
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#define LIGHT_DISTANCE 100.
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#define AURORA_ITERATIONS 100
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uniform sampler2D depthmap;
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uniform sampler2D noiseTexture;
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uniform sampler2D noiseTextureCoarse;
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uniform vec2 texelSize0;
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uniform float cloudHeight;
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uniform float cloudThickness;
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uniform float cloudDensity;
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varying vec3 relativePosition;
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varying vec3 viewDirection;
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uniform vec3 eyePosition;
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uniform vec3 cameraOffset;
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uniform vec3 cameraPosition;
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uniform mat4 mCameraView;
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uniform mat4 mCameraProjInv;
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uniform float cameraNear;
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uniform float cameraFar;
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varying vec2 screenspaceCoordinate;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 v_LightDirection;
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uniform float animationTimer;
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// Derived From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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float screenSpaceDither(highp vec2 frag_coord) {
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// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
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highp float dither = dot(vec2(171.0, 231.0), frag_coord);
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dither = fract(dither / 103.0);
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return dither;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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{
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float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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float getDepth(vec2 screenspacePosition) {
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float depth = texture2D(depthmap, screenspacePosition * 0.5 + 0.5).r;
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return cameraNear * cameraFar / (cameraFar + depth * (cameraNear - cameraFar));
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}
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float getRawDepth(vec2 screenspacePosition) {
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return texture2D(depthmap, screenspacePosition * 0.5 + 0.5).r;
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}
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float noise(vec3 p){
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//p.y *= 1.;
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float y = floor(p.y);
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float f1 = texture2D(noiseTexture, p.xz / 256. + y * 0.2).r;
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float f2 = texture2D(noiseTexture, p.xz / 256. + y * 0.2 + 0.2).r;
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return mix(f1, f2, fract(p.y));
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}
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float fnoise(vec3 p) {
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return noise(p * 4.) * 0.5 + noise(p * 8.) * 0.25;
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}
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float fnoise3(vec3 p) {
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return noise(p * 4.) * 0.5 + noise(p * 8.) * 0.25 + noise(p * 16.) * 0.125;
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}
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float getAuroraDensity(vec3 position) {
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float density = pow(max(0., 1. - 10. * abs(fnoise3(vec3(position.x * 0.25, animationTimer, position.z * 0.25)) - 0.5)), 4.);
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return 1.0 * density * mtsmoothstep(0.0, 0.05, position.y - 1.) * pow(1. - mtsmoothstep(0.05, 2.0, position.y - 1.), 4.);
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}
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float getDensity(vec3 position) {
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float density = texture2D(noiseTextureCoarse, position.xz / 2560. / 16.).r *
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mtsmoothstep(0.0, cloudThickness * 0.2, position.y - cloudHeight) *
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(1.0 - mtsmoothstep(cloudThickness * 0.5, cloudThickness, position.y - cloudHeight));
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density = max(0., density - 0.5 * fnoise(position * 0.005));
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return 0.04 * density;
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}
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float getBrightness(vec3 position, float bias) {
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float density = 0.;
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for (int i = 0; i < LIGHT_ITERATIONS; i++) {
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vec3 rayPosition = position - v_LightDirection * LIGHT_DISTANCE * (float(i) + bias) / float(LIGHT_ITERATIONS);
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density += getDensity(rayPosition) * float(LIGHT_DISTANCE) / float(LIGHT_ITERATIONS);
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}
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return exp(-density);
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}
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float blend(float A, float B, float alphaA, float alphaB) {
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float alphaC = alphaA + (1. - alphaA) * alphaB;
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return (alphaA * A + (1. - alphaA) * alphaB * B) / alphaC;
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}
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void main(void)
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{
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vec3 viewVec = normalize(relativePosition);
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vec3 position = cameraOffset + eyePosition;
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float depth = getDepth(screenspaceCoordinate) / normalize(viewDirection).z;
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float bottomPlaneIntersect = clamp(min((cloudHeight - eyePosition.y) / viewVec.y, depth), 0., 4. * fogDistance);
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float topPlaneIntersect = clamp(min((cloudHeight + cloudThickness - eyePosition.y) / viewVec.y, depth), 0., 4. * fogDistance);
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float startDepth = min(bottomPlaneIntersect, topPlaneIntersect);
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float endDepth = max(bottomPlaneIntersect, topPlaneIntersect);
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float bias = screenSpaceDither(gl_FragCoord.xy + animationTimer * 2400.0);
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vec3 color = vec3(0.);
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float dx = (endDepth - startDepth) / float(ITERATIONS);
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float density = 0.;
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float auroraStartDepth = min(max(0., 1.0 / viewVec.y), 8.);
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float auroraEndDepth = min(max(0., 3.0 / viewVec.y), 8.);
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float rawDepth = getRawDepth(screenspaceCoordinate);
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if (auroraEndDepth - auroraStartDepth > 0.1 && rawDepth >= 1.0) {
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for (int i = 0; i < ITERATIONS; i++) {
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vec3 rayPosition = viewVec * (auroraStartDepth + (auroraEndDepth - auroraStartDepth) * (float(i) + bias) / float(ITERATIONS));
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float localDensity = getAuroraDensity(rayPosition);
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localDensity *= 1.0 - mtsmoothstep(4.0, 8.0, length(rayPosition));
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density += localDensity;
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}
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}
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color.b = density * (auroraEndDepth - auroraStartDepth) / float(AURORA_ITERATIONS);
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float sunlightContribution = 0.;
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float alpha = 0.;
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float outScatter = 2. * (dot(v_LightDirection, viewVec) * 0.5 + 0.5);
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density = 0.;
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for (int i = 0; i < ITERATIONS; i++) {
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vec3 rayPosition = eyePosition + viewVec * (startDepth + (endDepth - startDepth) * (float(i) + bias) / float(ITERATIONS));
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float localDensity = getDensity(rayPosition) * dx;
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if (localDensity < 0.0001) continue;
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float clarity = clamp(fogShadingParameter - fogShadingParameter * length(rayPosition - eyePosition) / (4. * fogDistance), 0.0, 1.0);
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float brightness = getBrightness(rayPosition, bias) * exp(-outScatter * localDensity);
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sunlightContribution = blend(sunlightContribution, brightness, 1. - exp(-density), 1. - exp(-localDensity));
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alpha = blend(alpha, clarity, 1. - exp(-density), 1. - exp(-localDensity));
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density += localDensity;
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if (density > 10.0) break;
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}
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float forwardScatter = 1. + 4. * pow(min(dot(v_LightDirection, viewVec), 0.), 4.);
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color.r = (1. - exp(-density)) * alpha;
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color.g = sunlightContribution * forwardScatter;
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gl_FragColor = vec4(color, 1.0);
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}
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17
client/shaders/volumetric_clouds/opengl_vertex.glsl
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client/shaders/volumetric_clouds/opengl_vertex.glsl
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uniform mat4 mCameraProjInv;
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uniform mat4 mCameraView;
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uniform vec3 eyePosition;
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varying vec3 relativePosition;
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varying vec3 viewDirection;
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varying vec2 screenspaceCoordinate;
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void main(void)
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{
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screenspaceCoordinate = inVertexPosition.xy;
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vec4 p = mCameraProjInv * inVertexPosition;
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viewDirection = p.xyz / p.w;
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relativePosition = (p.xyz / p.w) * mat3(mCameraView);
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gl_Position = inVertexPosition;
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}
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