126 lines
No EOL
4.6 KiB
GLSL
126 lines
No EOL
4.6 KiB
GLSL
#ifndef INCLUDE_SKY
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#define INCLUDE_SKY
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#include "/lib/colors/lightAndAmbientColors.glsl"
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#include "/lib/colors/skyColors.glsl"
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#ifdef CAVE_FOG
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#include "/lib/atmospherics/fog/caveFactor.glsl"
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#endif
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vec3 GetSky(float VdotU, float VdotS, float dither, bool doGlare, bool doGround) {
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// Prepare variables
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float nightFactorM = sqrt3(nightFactor) * 0.4;
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float VdotSM1 = pow2(max(VdotS, 0.0));
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float VdotSM2 = pow2(VdotSM1);
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float VdotSM3 = pow2(pow2(max(-VdotS, 0.0)));
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float VdotSML = sunVisibility > 0.5 ? VdotS : -VdotS;
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float VdotUmax0 = max(VdotU, 0.0);
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float VdotUmax0M = 1.0 - pow2(VdotUmax0);
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// Prepare colors
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vec3 upColor = mix(nightUpSkyColor * (1.0 + nightFactorM * VdotSM3 * 1.5), dayUpSkyColor, sunFactor);
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vec3 middleColor = mix(nightMiddleSkyColor, dayMiddleSkyColor * (1.0 + VdotSM2 * 0.3), sunFactor);
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vec3 downColor = mix(nightDownSkyColor, dayDownSkyColor, (sunFactor + sunVisibility) * 0.5);
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// Mix the colors
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// Set sky gradient
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float VdotUM1 = pow2(1.0 - VdotUmax0);
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VdotUM1 = pow(VdotUM1, 1.0 - VdotSM2 * 0.4);
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VdotUM1 = mix(VdotUM1, 1.0, rainFactor2 * 0.15);
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vec3 finalSky = mix(upColor, middleColor, VdotUM1);
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// Add sunset color
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float VdotUM2 = pow2(1.0 - abs(VdotU));
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VdotUM2 = VdotUM2 * VdotUM2 * (3.0 - 2.0 * VdotUM2);
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VdotUM2 *= (0.7 - nightFactorM + VdotSM1 * (0.3 + nightFactorM)) * invNoonFactor * sunFactor;
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finalSky = mix(finalSky, sunsetDownSkyColorP * (1.0 + VdotSM1 * 0.3), VdotUM2 * invRainFactor);
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// Add sky ground with fake light scattering
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float VdotUM3 = min(max0(-VdotU + 0.08) / 0.35, 1.0);
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VdotUM3 = smoothstep1(VdotUM3);
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vec3 scatteredGroundMixer = vec3(VdotUM3 * VdotUM3, sqrt1(VdotUM3), sqrt3(VdotUM3));
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scatteredGroundMixer = mix(vec3(VdotUM3), scatteredGroundMixer, 0.75 - 0.5 * rainFactor);
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finalSky = mix(finalSky, downColor, scatteredGroundMixer);
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//
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// Sky Ground
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if (doGround)
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finalSky *= smoothstep1(pow2(1.0 + min(VdotU, 0.0)));
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// Apply Underwater Fog
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if (isEyeInWater == 1)
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finalSky = mix(finalSky * 3.0, waterFogColor, VdotUmax0M);
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// Sun/Moon Glare
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if (doGlare) {
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if (0.0 < VdotSML) {
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float glareScatter = 4.0 * (2.0 - clamp01(VdotS * 1000.0));
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float VdotSM4 = pow(abs(VdotS), glareScatter);
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float visfactor = 0.075;
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float glare = visfactor / (1.0 - (1.0 - visfactor) * VdotSM4) - visfactor;
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glare *= 0.5 + pow2(noonFactor) * 1.2;
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glare *= 1.0 - rainFactor * 0.5;
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float glareWaterFactor = isEyeInWater * sunVisibility;
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vec3 glareColor = mix(vec3(0.38, 0.4, 0.5) * 0.7, vec3(0.5), sunVisibility);
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glareColor = glareColor + glareWaterFactor * vec3(7.0);
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finalSky += glare * shadowTime * glareColor;
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}
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}
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#ifdef CAVE_FOG
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// Apply Cave Fog
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finalSky = mix(finalSky, caveFogColor, GetCaveFactor() * VdotUmax0M);
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#endif
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// Dither to fix banding
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finalSky += (dither - 0.5) / 128.0;
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return finalSky;
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}
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vec3 GetLowQualitySky(float VdotU, float VdotS, float dither, bool doGlare, bool doGround) {
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// Prepare variables
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float VdotUmax0 = max(VdotU, 0.0);
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float VdotUmax0M = 1.0 - pow2(VdotUmax0);
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// Prepare colors
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vec3 upColor = mix(nightUpSkyColor, dayUpSkyColor, sunFactor);
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vec3 middleColor = mix(nightMiddleSkyColor, dayMiddleSkyColor, sunFactor);
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// Mix the colors
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// Set sky gradient
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float VdotUM1 = pow2(1.0 - VdotUmax0);
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VdotUM1 = mix(VdotUM1, 1.0, rainFactor2 * 0.2);
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vec3 finalSky = mix(upColor, middleColor, VdotUM1);
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// Add sunset color
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float VdotUM2 = pow2(1.0 - abs(VdotU));
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VdotUM2 *= invNoonFactor * sunFactor * (0.8 + 0.2 * VdotS);
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finalSky = mix(finalSky, sunsetDownSkyColorP * (shadowTime * 0.6 + 0.2), VdotUM2 * invRainFactor);
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//
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// Sky Ground
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finalSky *= pow2(pow2(1.0 + min(VdotU, 0.0)));
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// Apply Underwater Fog
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if (isEyeInWater == 1)
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finalSky = mix(finalSky, waterFogColor, VdotUmax0M);
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// Sun/Moon Glare
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finalSky *= 1.0 + mix(nightFactor, 0.5 + 0.7 * noonFactor, VdotS * 0.5 + 0.5) * pow2(pow2(pow2(VdotS)));
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#ifdef CAVE_FOG
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// Apply Cave Fog
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finalSky = mix(finalSky, caveFogColor, GetCaveFactor() * VdotUmax0M);
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#endif
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return finalSky;
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}
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#endif //INCLUDE_SKY |