138 lines
No EOL
6.1 KiB
GLSL
138 lines
No EOL
6.1 KiB
GLSL
#include "/lib/atmospherics/clouds/cloudCoord.glsl"
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const float cloudStretch = 5.5;
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const float cloudHeight = cloudStretch * 2.0;
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bool GetCloudNoise(vec3 tracePos, inout vec3 tracePosM, int cloudAltitude) {
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tracePosM = ModifyTracePos(tracePos, cloudAltitude);
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vec2 coord = GetRoundedCloudCoord(tracePosM.xz, 0.125);
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#ifdef DEFERRED1
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float noise = texture2D(colortex3, coord).b;
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#else
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float noise = texture2D(gaux4, coord).b;
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#endif
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float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
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threshold = pow2(pow2(pow2(threshold)));
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return noise > threshold * 0.5 + 0.25;
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}
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vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither) {
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vec4 volumetricClouds = vec4(0.0);
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float higherPlaneAltitude = cloudAltitude + cloudStretch;
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float lowerPlaneAltitude = cloudAltitude - cloudStretch;
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float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
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float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
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float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
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minPlaneDistance = max(minPlaneDistance, 0.0);
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float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
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if (maxPlaneDistance < 0.0) return vec4(0.0);
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float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
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#if CLOUD_QUALITY == 1 || !defined DEFERRED1
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int sampleCount = max(int(planeDistanceDif) / 16, 6);
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#elif CLOUD_QUALITY == 2
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int sampleCount = max(int(planeDistanceDif) / 8, 12);
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#elif CLOUD_QUALITY == 3
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int sampleCount = max(int(planeDistanceDif), 12);
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#endif
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float stepMult = planeDistanceDif / sampleCount;
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vec3 traceAdd = nPlayerPos * stepMult;
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vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
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tracePos += traceAdd * dither;
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tracePos.y -= traceAdd.y;
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for (int i = 0; i < sampleCount; i++) {
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tracePos += traceAdd;
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vec3 cloudPlayerPos = tracePos - cameraPos;
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float lTracePos = length(cloudPlayerPos);
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float lTracePosXZ = length(cloudPlayerPos.xz);
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float cloudMult = 1.0;
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if (lTracePosXZ > distanceThreshold) break;
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if (lTracePos > lViewPosM) {
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if (skyFade < 0.7) continue;
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else cloudMult = skyMult0;
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}
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vec3 tracePosM;
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if (GetCloudNoise(tracePos, tracePosM, cloudAltitude)) {
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float lightMult = 1.0;
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#if SHADOW_QUALITY > -1
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float shadowLength = min(shadowDistance, far) * 0.9166667; //consistent08JJ622
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if (shadowLength > lTracePos)
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if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
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#ifdef CLOUD_CLOSED_AREA_CHECK
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if (eyeBrightness.y != 240) continue;
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else
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#endif
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lightMult = 0.25;
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}
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#endif
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float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudHeight;
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float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
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#if CLOUD_QUALITY >= 2
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#ifdef DEFERRED1
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float cloudShadingM = 1.0 - pow2(cloudShading);
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#else
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float cloudShadingM = 1.0 - cloudShading;
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#endif
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float gradientNoise = InterleavedGradientNoiseForClouds();
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vec3 cLightPos = tracePosM;
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vec3 cLightPosAdd = normalize(ViewToPlayer(lightVec * 1000000000.0)) * vec3(0.08);
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cLightPosAdd *= shadowTime;
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float light = 2.0;
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cLightPos += (1.0 + gradientNoise) * cLightPosAdd;
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#ifdef DEFERRED1
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light -= texture2D(colortex3, GetRoundedCloudCoord(cLightPos.xz, 0.125)).b * cloudShadingM;
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#else
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light -= texture2D(gaux4, GetRoundedCloudCoord(cLightPos.xz, 0.125)).b * cloudShadingM;
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#endif
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cLightPos += gradientNoise * cLightPosAdd;
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#ifdef DEFERRED1
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light -= texture2D(colortex3, GetRoundedCloudCoord(cLightPos.xz, 0.125)).b * cloudShadingM;
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#else
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light -= texture2D(gaux4, GetRoundedCloudCoord(cLightPos.xz, 0.125)).b * cloudShadingM;
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#endif
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float VdotSM2 = VdotSM1 * shadowTime * 0.25;
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VdotSM2 += 0.5 * cloudShading + 0.08;
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cloudShading = VdotSM2 * light * lightMult;
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#endif
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vec3 colorSample = cloudAmbientColor + cloudLightColor * (0.07 + cloudShading);
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vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, true, false);
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#ifdef ATM_COLOR_MULTS
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cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
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#endif
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float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
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float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.75);
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#ifndef DISTANT_HORIZONS
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float cloudFogFactor = cloudDistanceFactor;
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#else
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float cloudFogFactor = pow1_5(clamp(distanceRatio, 0.0, 1.0)) * 0.75;
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#endif
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float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
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float skyMult2 = 1.0 - 0.33333 * skyFade;
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colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2);
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colorSample *= pow2(1.0 - max(blindness, darknessFactor));
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cloudLinearDepth = sqrt(lTracePos / renderDistance);
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volumetricClouds.a = pow(cloudDistanceFactor * 1.33333, 0.5 + 10.0 * pow(abs(VdotSM1), 90.0)) * cloudMult;
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volumetricClouds.rgb = colorSample;
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break;
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}
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}
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return volumetricClouds;
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} |