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Various changes and fixes

Hopefully this works, I haven't yet checked in detail for any problems.
This commit is contained in:
Gefüllte Taubenbrust 2025-05-20 21:40:19 +02:00
parent e05544b84e
commit 51cb37570a
14 changed files with 72 additions and 56 deletions

View file

@ -42,6 +42,10 @@ uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
#ifdef ENABLE_TINTED_SUNLIGHT
uniform vec3 scattering_coefficients;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
vec4 getRelativePosition(in vec4 position)
@ -90,19 +94,17 @@ float directional_ambient(vec3 normal)
return dot(v, vec3(0.670820, 1.000000, 0.836660));
}
vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
{
// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
const float beta_r0 = 1e-5; // Rayleigh scattering beta
#ifdef ENABLE_TINTED_SUNLIGHT
vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
{
// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
const float unit_conversion = 1e-5; // Rayleigh scattering beta
// These factors are calculated based on expected value of scattering factor of 1e-5
// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
const float atmosphere_height = 15000.; // height of the atmosphere in meters
// sun/moon light at the ground level, after going through the atmosphere
return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
}
const float atmosphere_height = 15000.; // height of the atmosphere in meters
// sun/moon light at the ground level, after going through the atmosphere
return exp(-scattering_coefficients * unit_conversion * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
}
#endif
void main(void)
{
@ -131,7 +133,7 @@ void main(void)
// The alpha gives the ratio of sunlight in the incoming light.
nightRatio = 1.0 - color.a;
color.rgb = color.rgb * (color.a * dayLight.rgb +
nightRatio * 2.0 * artificialLight.rgb) * 2.0;
nightRatio * max(artificialLight.rgb, vec3(0.0))) * 2.0;
color.a = 1.0;
// Emphase blue a bit in darker places
@ -174,6 +176,7 @@ void main(void)
perspective_factor = pFactor;
// The sun rises at 5:00 and sets at 19:00, which corresponds to 5/24=0.208 and 19/24 = 0.792.
float nightFactor = 0.;
sunTint = vec3(1.0);
if (f_timeofday < 0.208) {
adj_shadow_strength = f_shadow_strength * 0.5 *
@ -185,6 +188,7 @@ void main(void)
adj_shadow_strength = f_shadow_strength *
mtsmoothstep(0.208, 0.238, f_timeofday) *
(1.0 - mtsmoothstep(0.762, 0.792, f_timeofday));
nightFactor = adj_shadow_strength / f_shadow_strength;
#ifdef ENABLE_TINTED_SUNLIGHT
float tint_strength = 1.0 - mtsmoothstep(0.792, 0.5, f_timeofday) * mtsmoothstep(0.208, 0.5, f_timeofday);
sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), nightFactor * tint_strength);