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luanti/client/shaders/volumetric_clouds/opengl_fragment.glsl
Gefüllte Taubenbrust e5afca89f7 Minor changes
2024-08-18 16:11:30 +02:00

214 lines
6.7 KiB
GLSL

#define depthmap texture0
#define noiseTexture texture1
#define noiseTextureCoarse texture2
#define PROBING_ITERATIONS 30
#define ITERATIONS 50
#define LIGHT_ITERATIONS 3
#define AURORA_ITERATIONS 80
// See clouds.cpp
#define CLOUD_SIZE 640.0
uniform sampler2D depthmap;
uniform sampler2D noiseTexture;
uniform sampler2D noiseTextureCoarse;
uniform vec2 texelSize0;
uniform float cloudHeight;
uniform float cloudThickness;
uniform float cloudDensity;
varying vec3 relativePosition;
varying vec3 viewDirection;
uniform vec3 cameraOffset;
uniform vec3 cameraPosition;
uniform float cameraNear;
uniform float cameraFar;
uniform vec2 cloudOffset;
uniform float cloudRadius;
varying vec2 screenspaceCoordinate;
varying float sunStrength;
uniform float fogDistance;
uniform float fogShadingParameter;
uniform vec3 v_LightDirection;
uniform float animationTimer;
// Derived From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
float screenSpaceDither(highp vec2 frag_coord)
{
// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
highp float dither = dot(vec2(171.0, 231.0), frag_coord);
dither = fract(dither / 103.0);
return dither;
}
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
float mtsmoothstep(in float edge0, in float edge1, in float x)
{
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
float toLinearDepth(float depth)
{
return cameraNear * cameraFar / (cameraFar + depth * (cameraNear - cameraFar));
}
float getDepth(vec2 screenspacePosition)
{
return texture2D(depthmap, screenspacePosition * 0.5 + 0.5).r;
}
float noise(vec3 p)
{
float y = floor(p.y);
float f1 = texture2D(noiseTexture, p.xz / 256. + y * 0.2).r;
float f2 = texture2D(noiseTexture, p.xz / 256. + y * 0.2 + 0.2).r;
return mix(f1, f2, fract(p.y));
}
float fnoise(vec3 p)
{
return noise(p * 4.) * 0.5 + noise(p * 8.) * 0.25;
}
float fnoise3(vec3 p)
{
return noise(p * 4.) * 0.5 + noise(p * 8.) * 0.25 + noise(p * 16.) * 0.125;
}
float getAuroraDensity(vec3 position)
{
float density = pow(max(0., 1. - 10. * abs(fnoise3(vec3(position.x * 0.25, animationTimer, position.z * 0.25)) - 0.5)), 4.);
return 0.7 * density * mtsmoothstep(0.0, 0.05, position.y - 1.) * pow(1. - mtsmoothstep(0.05, 2.0, position.y - 1.), 4.);
}
float getCoarse(vec3 position) {
return texture2D(noiseTextureCoarse, (position.xz - cloudOffset) * 0.5 / CLOUD_SIZE / cloudRadius).r;
}
float getDensity(vec3 position)
{
float density = texture2D(noiseTextureCoarse, (position.xz - cloudOffset) * 0.5 / CLOUD_SIZE / cloudRadius).r *
mtsmoothstep(0.0, cloudThickness * 0.2, position.y - cloudHeight) *
(1.0 - mtsmoothstep(cloudThickness * 0.5, cloudThickness, position.y - cloudHeight));
density = max(0., density - 0.5 * fnoise(position * 0.005));
return 0.04 * density;
}
float getBrightness(vec3 position, float lightDistance)
{
float density = 0.;
for (int i = 1; i <= LIGHT_ITERATIONS; i++) {
vec3 rayPosition = position - v_LightDirection * lightDistance * float(i) / float(LIGHT_ITERATIONS);
density += getDensity(rayPosition) * float(lightDistance) / float(LIGHT_ITERATIONS);
}
return exp(-density);
}
float blend(float A, float B, float alphaA, float alphaB)
{
float alphaC = alphaA + (1. - alphaA) * alphaB;
return (alphaA * A + (1. - alphaA) * alphaB * B) / alphaC;
}
void main(void)
{
vec3 viewVec = normalize(relativePosition);
vec3 position = cameraOffset + cameraPosition;
float depth = toLinearDepth(getDepth(screenspaceCoordinate)) / normalize(viewDirection).z;
float bottomPlaneIntersect = clamp((cloudHeight - cameraPosition.y) / viewVec.y, 0., 4. * fogDistance);
float topPlaneIntersect = clamp((cloudHeight + cloudThickness - cameraPosition.y) / viewVec.y, 0., 4. * fogDistance);
#if (VOLUMETRICS_UNDERSAMPLING <= 1)
bottomPlaneIntersect = min(depth, bottomPlaneIntersect);
topPlaneIntersect = min(depth, topPlaneIntersect);
#else
if ((bottomPlaneIntersect > depth + 5.0) != (topPlaneIntersect > depth + 5.0)) {
bottomPlaneIntersect = min(depth, bottomPlaneIntersect);
topPlaneIntersect = min(depth, topPlaneIntersect);
}
#endif
float startDepth = min(bottomPlaneIntersect, topPlaneIntersect);
float endDepth = max(bottomPlaneIntersect, topPlaneIntersect);
float bias = screenSpaceDither(gl_FragCoord.xy + animationTimer * 2400.0);
vec3 color = vec3(0.);
float density = 0.;
float auroraStartDepth = min(max(0., 1.0 / viewVec.y), 8.);
float auroraEndDepth = min(max(0., 3.0 / viewVec.y), 8.);
float rawDepth = getDepth(screenspaceCoordinate);
if (auroraEndDepth - auroraStartDepth > 0.1 && rawDepth >= 1.0) {
for (int i = 0; i < AURORA_ITERATIONS; i++) {
vec3 rayPosition = viewVec * (auroraStartDepth + (auroraEndDepth - auroraStartDepth) * (float(i) + bias) / float(AURORA_ITERATIONS));
float localDensity = getAuroraDensity(rayPosition);
localDensity *= 1.0 - mtsmoothstep(4.0, 8.0, length(rayPosition));
density += localDensity;
}
}
color.b = density * (auroraEndDepth - auroraStartDepth) / float(AURORA_ITERATIONS);
float sunlightContribution = 0.;
float alpha = 0.;
float outScatter = 2. * (dot(v_LightDirection, viewVec) * 0.5 + 0.5);
float forwardScatter = 1. + 2. * pow(min(dot(v_LightDirection, viewVec), 0.), 4.);
density = 0.;
float fogDepth = min(4. * fogDistance, startDepth + 2000.);
endDepth = min(endDepth, fogDepth);
float dx = (endDepth - startDepth) / float(ITERATIONS);
float lightDistance = cloudThickness * 0.5;
if (endDepth - startDepth > 0.1) {
for (int i = 0; i < ITERATIONS; i++) {
vec3 rayPosition = cameraPosition + viewVec * (startDepth + (endDepth - startDepth) * (float(i) + bias) / float(ITERATIONS));
float localDensity = getDensity(rayPosition) * dx;
if (localDensity < 0.0001) continue;
float clarity = clamp(fogShadingParameter - fogShadingParameter * length(rayPosition - cameraPosition) / (fogDepth), 0.0, 1.0);
float outScatterContribution = exp(-0.5 * outScatter * localDensity);
float brightness = getBrightness(rayPosition, lightDistance) * forwardScatter * outScatterContribution * sunStrength + (1. - outScatterContribution);
sunlightContribution = blend(sunlightContribution, brightness, 1. - exp(-density), 1. - exp(-localDensity));
alpha = blend(alpha, clarity, 1. - exp(-density), 1. - exp(-localDensity));
density += localDensity;
if (density > 10.0) break;
}
}
color.r = (1. - exp(-density)) * alpha;
color.g = sunlightContribution;
color.b *= exp(-density);
gl_FragColor = vec4(color, 1.0);
}