LybOutlines/shaders/lib/atmospherics/fog/bloomFog.glsl

42 lines
1.3 KiB
Text
Raw Normal View History

2024-06-25 14:45:54 +02:00
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
#endif
const float rainBloomAdd = 8.0;
const float nightBloomAdd = 3.0;
const float caveBloomAdd = 14.0;
const float waterBloomAdd = 14.0;
#ifdef BORDER_FOG
const float netherBloomAdd = 14.0;
#else
const float netherBloomAdd = 3.0;
#endif
float GetBloomFog(float lViewPos) {
#ifdef OVERWORLD
float bloomFog = pow2(pow2(1.0 - exp(-lViewPos * (0.02 + 0.04 * float(isEyeInWater == 1)))));
float bloomFogMult;
if (isEyeInWater != 1) {
bloomFogMult = (rainFactor2 * rainBloomAdd + nightBloomAdd * (1.0 - sunFactor)) * eyeBrightnessM;
#ifdef CAVE_FOG
bloomFogMult += GetCaveFactor() * caveBloomAdd;
#endif
} else {
bloomFogMult = waterBloomAdd;
}
#elif defined NETHER
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
float bloomFog = lViewPos / clamp(farM, 96.0, 256.0);
bloomFog *= bloomFog * bloomFog;
bloomFog = 1.0 - exp(-8.0 * bloomFog);
bloomFog *= float(isEyeInWater == 0);
float bloomFogMult = netherBloomAdd;
#endif
bloomFogMult *= BLOOM_STRENGTH * 8.33333;
return 1.0 + bloomFog * bloomFogMult;
}