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Minor changes
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8 changed files with 50 additions and 2 deletions
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@ -48,6 +48,9 @@ vec4 sampleClouds(vec2 uv) {
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}
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}
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vec4 getClouds(vec2 uv) {
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vec4 getClouds(vec2 uv) {
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#if (VOLUMETRICS_UNDERSAMPLING <= 1)
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return sampleClouds(uv);
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#else
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return
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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(-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( 0.0, -1.0)) / 9.0 +
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@ -58,6 +61,7 @@ vec4 getClouds(vec2 uv) {
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sampleClouds(uv - texelSize0 * vec2(-1.0, 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( 0.0, 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, 1.0)) / 9.0;
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#endif
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}
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}
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void main(void)
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void main(void)
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@ -8,6 +8,8 @@
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uniform sampler2D baseTexture;
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uniform sampler2D baseTexture;
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uniform vec2 texelSize0;
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uniform vec2 texelSize0;
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varying vec3 sunTint;
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uniform vec3 dayLight;
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uniform vec3 dayLight;
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uniform lowp vec4 fogColor;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogDistance;
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@ -485,7 +487,7 @@ void main(void)
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// calculate fragment color from components:
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// calculate fragment color from components:
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col.rgb =
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col.rgb =
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adjusted_night_ratio * col.rgb + // artificial light
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adjusted_night_ratio * col.rgb + // artificial light
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(1.0 - adjusted_night_ratio) * ( // natural light
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sunTint * (1.0 - adjusted_night_ratio) * ( // natural light
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col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
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col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
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dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
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dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
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}
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}
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@ -45,6 +45,7 @@ varying float area_enable_parallax;
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varying highp vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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varying float nightRatio;
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varying vec3 sunTint;
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// Color of the light emitted by the light sources.
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// Color of the light emitted by the light sources.
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uniform vec3 artificialLight;
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uniform vec3 artificialLight;
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const float e = 2.718281828459;
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const float e = 2.718281828459;
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@ -145,8 +146,19 @@ float snoise(vec3 p)
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#endif
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#endif
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vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
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{
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// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
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const float beta_r0 = 1e-5; // Rayleigh scattering beta
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// These factors are calculated based on expected value of scattering factor of 1e-5
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// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
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const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
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const float atmosphere_height = 15000.; // height of the atmosphere in meters
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// sun/moon light at the ground level, after going through the atmosphere
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return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
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}
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void main(void)
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void main(void)
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{
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{
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@ -259,6 +271,7 @@ void main(void)
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shadow_position.z -= z_bias;
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shadow_position.z -= z_bias;
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perspective_factor = pFactor;
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perspective_factor = pFactor;
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sunTint = vec3(1.0);
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if (f_timeofday < 0.21) {
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if (f_timeofday < 0.21) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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adj_shadow_strength = f_shadow_strength * 0.5 *
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(1.0 - mtsmoothstep(0.18, 0.21, f_timeofday));
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(1.0 - mtsmoothstep(0.18, 0.21, f_timeofday));
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@ -269,6 +282,7 @@ void main(void)
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adj_shadow_strength = f_shadow_strength *
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adj_shadow_strength = f_shadow_strength *
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mtsmoothstep(0.21, 0.26, f_timeofday) *
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mtsmoothstep(0.21, 0.26, f_timeofday) *
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(1.0 - mtsmoothstep(0.743, 0.793, f_timeofday));
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(1.0 - mtsmoothstep(0.743, 0.793, f_timeofday));
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sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), min(1.0, 4.0 * adj_shadow_strength));
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}
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}
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}
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}
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#endif
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#endif
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@ -1,5 +1,6 @@
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uniform sampler2D baseTexture;
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uniform sampler2D baseTexture;
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varying vec3 sunTint;
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uniform vec3 dayLight;
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uniform vec3 dayLight;
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uniform lowp vec4 fogColor;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogDistance;
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@ -431,7 +432,7 @@ void main(void)
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// calculate fragment color from components:
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// calculate fragment color from components:
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col.rgb =
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col.rgb =
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adjusted_night_ratio * col.rgb + // artificial light
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adjusted_night_ratio * col.rgb + // artificial light
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(1.0 - adjusted_night_ratio) * ( // natural light
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sunTint * (1.0 - adjusted_night_ratio) * ( // natural light
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col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
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col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
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dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
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dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
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}
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}
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@ -32,6 +32,7 @@ centroid varying vec2 varTexCoord;
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varying highp vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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varying float nightRatio;
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varying vec3 sunTint;
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// Color of the light emitted by the light sources.
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// Color of the light emitted by the light sources.
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uniform vec3 artificialLight;
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uniform vec3 artificialLight;
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varying float vIDiff;
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varying float vIDiff;
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@ -89,6 +90,20 @@ float directional_ambient(vec3 normal)
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return dot(v, vec3(0.670820, 1.000000, 0.836660));
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return dot(v, vec3(0.670820, 1.000000, 0.836660));
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}
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}
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vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
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{
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// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
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const float beta_r0 = 1e-5; // Rayleigh scattering beta
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// These factors are calculated based on expected value of scattering factor of 1e-5
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// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
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const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
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const float atmosphere_height = 15000.; // height of the atmosphere in meters
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// sun/moon light at the ground level, after going through the atmosphere
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return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
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}
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void main(void)
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void main(void)
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{
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{
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varTexCoord = (mTexture * inTexCoord0).st;
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varTexCoord = (mTexture * inTexCoord0).st;
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@ -162,6 +177,7 @@ void main(void)
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shadow_position.z -= z_bias;
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shadow_position.z -= z_bias;
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perspective_factor = pFactor;
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perspective_factor = pFactor;
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sunTint = vec3(1.0);
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if (f_timeofday < 0.21) {
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if (f_timeofday < 0.21) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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adj_shadow_strength = f_shadow_strength * 0.5 *
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(1.0 - mtsmoothstep(0.18, 0.21, f_timeofday));
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(1.0 - mtsmoothstep(0.18, 0.21, f_timeofday));
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@ -172,6 +188,7 @@ void main(void)
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adj_shadow_strength = f_shadow_strength *
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adj_shadow_strength = f_shadow_strength *
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mtsmoothstep(0.21, 0.26, f_timeofday) *
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mtsmoothstep(0.21, 0.26, f_timeofday) *
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(1.0 - mtsmoothstep(0.743, 0.793, f_timeofday));
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(1.0 - mtsmoothstep(0.743, 0.793, f_timeofday));
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sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), min(1.0, 4.0 * adj_shadow_strength));
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}
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}
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}
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}
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#endif
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#endif
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@ -137,10 +137,15 @@ void main(void)
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float bottomPlaneIntersect = clamp((cloudHeight - cameraPosition.y) / viewVec.y, 0., 4. * fogDistance);
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float bottomPlaneIntersect = clamp((cloudHeight - cameraPosition.y) / viewVec.y, 0., 4. * fogDistance);
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float topPlaneIntersect = clamp((cloudHeight + cloudThickness - cameraPosition.y) / viewVec.y, 0., 4. * fogDistance);
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float topPlaneIntersect = clamp((cloudHeight + cloudThickness - cameraPosition.y) / viewVec.y, 0., 4. * fogDistance);
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#if (VOLUMETRICS_UNDERSAMPLING <= 1)
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bottomPlaneIntersect = min(depth, bottomPlaneIntersect);
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topPlaneIntersect = min(depth, topPlaneIntersect);
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#else
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if ((bottomPlaneIntersect > depth + 5.0) != (topPlaneIntersect > depth + 5.0)) {
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if ((bottomPlaneIntersect > depth + 5.0) != (topPlaneIntersect > depth + 5.0)) {
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bottomPlaneIntersect = min(depth, bottomPlaneIntersect);
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bottomPlaneIntersect = min(depth, bottomPlaneIntersect);
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topPlaneIntersect = min(depth, topPlaneIntersect);
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topPlaneIntersect = min(depth, topPlaneIntersect);
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}
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}
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#endif
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float startDepth = min(bottomPlaneIntersect, topPlaneIntersect);
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float startDepth = min(bottomPlaneIntersect, topPlaneIntersect);
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float endDepth = max(bottomPlaneIntersect, topPlaneIntersect);
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float endDepth = max(bottomPlaneIntersect, topPlaneIntersect);
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "settings.h"
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#include "noise.h"
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#include "noise.h"
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// TODO: Probably this could still be improved, having a step for this seems silly
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class NoiseStep : public RenderStep {
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class NoiseStep : public RenderStep {
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public:
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public:
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NoiseStep(TextureBuffer* buffer, u8 id, u32 size) :
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NoiseStep(TextureBuffer* buffer, u8 id, u32 size) :
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@ -728,6 +728,10 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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shaders_header << "#define VOLUMETRIC_LIGHT 1\n";
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shaders_header << "#define VOLUMETRIC_LIGHT 1\n";
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}
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}
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if (g_settings->getBool("enable_volumetric_clouds")) {
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shaders_header << "#define VOLUMETRICS_UNDERSAMPLING " << g_settings->getU32("volumetrics_undersampling") << '\n';
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}
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shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
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shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
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std::string common_header = shaders_header.str();
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std::string common_header = shaders_header.str();
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