LybOutlines/shaders/lib/atmospherics/fog/mainFog.glsl
2024-06-25 14:45:54 +02:00

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8.1 KiB
GLSL

#ifdef ATM_COLOR_MULTS
#include "/lib/colors/colorMultipliers.glsl"
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
#include "/lib/colors/moonPhaseInfluence.glsl"
#endif
#ifdef BORDER_FOG
#ifdef OVERWORLD
#include "/lib/atmospherics/sky.glsl"
#elif defined NETHER
#include "/lib/colors/skyColors.glsl"
#endif
void DoBorderFog(inout vec3 color, inout float skyFade, float lPos, float VdotU, float VdotS, float dither) {
#ifdef OVERWORLD
float fog = lPos / renderDistance;
fog = pow2(pow2(fog));
#ifndef DISTANT_HORIZONS
fog = pow2(pow2(fog));
#endif
fog = 1.0 - exp(-3.0 * fog);
#endif
#ifdef NETHER
float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
float fog = lPos / farM;
fog = fog * 0.3 + 0.7 * pow(fog, 256.0 / max(farM, 256.0));
#endif
#ifdef END
float fog = lPos / renderDistance;
fog = pow2(pow2(fog));
fog = 1.0 - exp(-3.0 * fog);
#endif
#ifdef DREAM_TWEAKED_BORDERFOG
fog *= fog * 0.5;
#endif
if (fog > 0.0) {
fog = clamp(fog, 0.0, 1.0);
#ifdef OVERWORLD
vec3 fogColorM = GetSky(VdotU, VdotS, dither, true, false);
#elif defined NETHER
vec3 fogColorM = netherColor;
#else
vec3 fogColorM = endSkyColor;
#endif
#ifdef ATM_COLOR_MULTS
fogColorM *= atmColorMult;
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
fogColorM *= moonPhaseInfluence;
#endif
color = mix(color, fogColorM, fog);
#ifndef GBUFFERS_WATER
skyFade = fog;
#else
skyFade = fog * (1.0 - isEyeInWater);
#endif
}
}
#endif
#ifdef CAVE_FOG
#include "/lib/atmospherics/fog/caveFactor.glsl"
void DoCaveFog(inout vec3 color, float lViewPos) {
float fog = GetCaveFactor() * (0.9 - 0.9 * exp(- lViewPos * 0.015));
color = mix(color, caveFogColor, fog);
}
#endif
#ifdef ATMOSPHERIC_FOG
#include "/lib/colors/lightAndAmbientColors.glsl"
#include "/lib/colors/skyColors.glsl"
// SRATA: Atm. fog starts reducing above this altitude
// CRFTM: Atm. fog continues reducing for this meters
#ifdef OVERWORLD
#define atmFogSRATA ATM_FOG_ALTITUDE + 0.1
#ifndef DISTANT_HORIZONS
float atmFogCRFTM = 60.0;
#else
float atmFogCRFTM = 90.0;
#endif
vec3 GetAtmFogColor(float altitudeFactorRaw, float VdotS) {
float nightFogMult = 2.5 - 0.625 * max(pow2(pow2(altitudeFactorRaw)), rainFactor);
float dayNightFogBlend = pow(invNightFactor, 4.0 - VdotS - 2.5 * sunVisibility2);
return mix(
nightUpSkyColor * (nightFogMult - dayNightFogBlend * nightFogMult),
dayDownSkyColor * (0.9 + 0.2 * noonFactor),
dayNightFogBlend
);
}
#else
float atmFogSRATA = 55.1;
float atmFogCRFTM = 30.0;
#endif
float GetAtmFogAltitudeFactor(float altitude) {
float altitudeFactor = pow2(1.0 - clamp(altitude - atmFogSRATA, 0.0, atmFogCRFTM) / atmFogCRFTM);
#ifndef LIGHTSHAFTS_ACTIVE
altitudeFactor = mix(altitudeFactor, 1.0, rainFactor * 0.2);
#endif
return altitudeFactor;
}
void DoAtmosphericFog(inout vec3 color, vec3 playerPos, float lViewPos, float VdotS) {
#ifndef DISTANT_HORIZONS
float renDisFactor = min1(192.0 / renderDistance);
#if ATM_FOG_DISTANCE != 100
#define ATM_FOG_DISTANCE_M 100.0 / ATM_FOG_DISTANCE;
renDisFactor *= ATM_FOG_DISTANCE_M;
#endif
float fog = 1.0 - exp(-pow(lViewPos * (0.001 - 0.0007 * rainFactor), 2.0 - rainFactor2) * lViewPos * renDisFactor);
#else
float fog = pow2(1.0 - exp(-max0(lViewPos - 40.0) * (0.7 + 0.7 * rainFactor) / ATM_FOG_DISTANCE));
#endif
fog *= ATM_FOG_MULT - 0.1 - 0.15 * invRainFactor;
float altitudeFactorRaw = GetAtmFogAltitudeFactor(playerPos.y + cameraPosition.y);
#ifndef DISTANT_HORIZONS
float altitudeFactor = altitudeFactorRaw * 0.9 + 0.1;
#else
float altitudeFactor = altitudeFactorRaw * 0.8 + 0.2;
#endif
#ifdef OVERWORLD
altitudeFactor *= 1.0 - 0.75 * GetAtmFogAltitudeFactor(cameraPosition.y) * invRainFactor;
#if defined SPECIAL_BIOME_WEATHER || RAIN_STYLE == 2
#if RAIN_STYLE == 2
float factor = 1.0;
#else
float factor = max(inSnowy, inDry);
#endif
float fogFactor = 4.0;
#ifdef SPECIAL_BIOME_WEATHER
fogFactor += 2.0 * inDry;
#endif
float fogIntense = pow2(1.0 - exp(-lViewPos * fogFactor / ATM_FOG_DISTANCE));
fog = mix(fog, fogIntense / altitudeFactor, 0.8 * rainFactor * factor);
#endif
#ifdef CAVE_FOG
fog *= 0.2 + 0.8 * sqrt2(eyeBrightnessM);
fog *= 1.0 - GetCaveFactor();
#else
fog *= eyeBrightnessM;
#endif
#else
fog *= 0.5;
#endif
fog *= altitudeFactor;
if (fog > 0.0) {
fog = clamp(fog, 0.0, 1.0);
#ifdef OVERWORLD
vec3 fogColorM = GetAtmFogColor(altitudeFactorRaw, VdotS);
#else
vec3 fogColorM = endSkyColor * 1.5;
#endif
#ifdef ATM_COLOR_MULTS
fogColorM *= atmColorMult;
#endif
#ifdef MOON_PHASE_INF_ATMOSPHERE
fogColorM *= moonPhaseInfluence;
#endif
color = mix(color, fogColorM, fog);
}
}
#endif
#include "/lib/atmospherics/fog/waterFog.glsl"
void DoWaterFog(inout vec3 color, float lViewPos) {
float fog = GetWaterFog(lViewPos);
color = mix(color, waterFogColor, fog);
}
void DoLavaFog(inout vec3 color, float lViewPos) {
float fog = (lViewPos * 3.0 - gl_Fog.start) * gl_Fog.scale;
#ifdef LESS_LAVA_FOG
fog = sqrt(fog) * 0.4;
#endif
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, fogColor * 5.0, fog);
}
void DoPowderSnowFog(inout vec3 color, float lViewPos) {
float fog = lViewPos;
#ifdef LESS_LAVA_FOG
fog = sqrt(fog) * 0.4;
#endif
fog *= fog;
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, fogColor, fog);
}
void DoBlindnessFog(inout vec3 color, float lViewPos) {
float fog = lViewPos * 0.3 * blindness;
fog *= fog;
fog = 1.0 - exp(-fog);
fog = clamp(fog, 0.0, 1.0);
color = mix(color, vec3(0.0), fog);
}
void DoDarknessFog(inout vec3 color, float lViewPos) {
float fog = lViewPos * 0.075 * darknessFactor;
fog *= fog;
fog *= fog;
color *= exp(-fog);
}
void DoFog(inout vec3 color, inout float skyFade, float lViewPos, vec3 playerPos, float VdotU, float VdotS, float dither) {
#ifdef CAVE_FOG
DoCaveFog(color, lViewPos);
#endif
#ifdef ATMOSPHERIC_FOG
DoAtmosphericFog(color, playerPos, lViewPos, VdotS);
#endif
#ifdef BORDER_FOG
DoBorderFog(color, skyFade, max(length(playerPos.xz), abs(playerPos.y)), VdotU, VdotS, dither);
#endif
if (isEyeInWater == 1) DoWaterFog(color, lViewPos);
else if (isEyeInWater == 2) DoLavaFog(color, lViewPos);
else if (isEyeInWater == 3) DoPowderSnowFog(color, lViewPos);
if (blindness > 0.00001) DoBlindnessFog(color, lViewPos);
if (darknessFactor > 0.00001) DoDarknessFog(color, lViewPos);
}