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

82 lines
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2.8 KiB
GLSL

float Noise3D(vec3 p) {
p.z = fract(p.z) * 128.0;
float iz = floor(p.z);
float fz = fract(p.z);
vec2 a_off = vec2(23.0, 29.0) * (iz) / 128.0;
vec2 b_off = vec2(23.0, 29.0) * (iz + 1.0) / 128.0;
float a = texture2D(noisetex, p.xy + a_off).r;
float b = texture2D(noisetex, p.xy + b_off).r;
return mix(a, b, fz);
}
vec4 GetNetherStorm(vec3 color, vec3 translucentMult, vec3 nPlayerPos, vec3 playerPos, float lViewPos, float lViewPos1, float dither) {
vec4 netherStorm = vec4(1.0, 1.0, 1.0, 0.0);
#ifdef BORDER_FOG
float maxDist = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
#else
float maxDist = renderDistance;
#endif
#ifndef LOW_QUALITY_NETHER_STORM
int sampleCount = int(maxDist / 8.0 + 0.001);
vec3 traceAdd = nPlayerPos * maxDist / sampleCount;
vec3 tracePos = cameraPosition;
tracePos += traceAdd * dither;
#else
int sampleCount = int(maxDist / 16.0 + 0.001);
vec3 traceAdd = 0.75 * nPlayerPos * maxDist / sampleCount;
vec3 tracePos = cameraPosition;
tracePos += traceAdd * dither;
tracePos += traceAdd * sampleCount * 0.25;
#endif
vec3 translucentMultM = pow(translucentMult, vec3(1.0 / sampleCount));
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
vec3 tracedPlayerPos = tracePos - cameraPosition;
float lTracePos = length(tracedPlayerPos);
if (lTracePos > lViewPos1) break;
vec3 wind = vec3(frameTimeCounter * 0.002);
vec3 tracePosM = tracePos * 0.001;
tracePosM.y += tracePosM.x;
tracePosM += Noise3D(tracePosM - wind) * 0.01;
tracePosM = tracePosM * vec3(2.0, 0.5, 2.0);
float traceAltitudeM = abs(tracePos.y - NETHER_STORM_LOWER_ALT);
if (tracePos.y < NETHER_STORM_LOWER_ALT) traceAltitudeM *= 10.0;
traceAltitudeM = 1.0 - min1(abs(traceAltitudeM) / NETHER_STORM_HEIGHT);
for (int h = 0; h < 4; h++) {
float stormSample = pow2(Noise3D(tracePosM + wind));
stormSample *= traceAltitudeM;
stormSample = pow2(pow2(stormSample));
stormSample *= sqrt1(max0(1.0 - lTracePos / maxDist));
netherStorm.a += stormSample;
tracePosM *= 2.0;
wind *= -2.0;
}
if (lTracePos > lViewPos) netherStorm.rgb *= translucentMultM;
}
#ifdef LOW_QUALITY_NETHER_STORM
netherStorm.a *= 1.8;
#endif
netherStorm.a = min1(netherStorm.a * NETHER_STORM_I);
netherStorm.rgb *= netherColor * 3.0;
//if (netherStorm.a > 0.98) netherStorm.rgb = vec3(1,0,1);
//netherStorm.a *= 1.0 - max0(netherStorm.a - 0.98) * 50.0;
return netherStorm;
}