225 lines
7.6 KiB
GLSL
225 lines
7.6 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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// Renders the clouds
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// WORK IN PROGRESS - This shader is unfinished and not cleaned up yet.
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#define USE_TIME_OF_DAY 1
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#pragma include "render_pipeline_base.inc.glsl"
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#define USE_GBUFFER_EXTENSIONS
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#pragma include "includes/gbuffer.inc.glsl"
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#pragma include "includes/light_culling.inc.glsl"
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#pragma include "includes/noise.inc.glsl"
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uniform sampler3D Noise1;
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uniform sampler3D Noise2;
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uniform sampler2D WeatherTex;
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out vec4 result;
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const float KM = 1000.0;
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const float METER = 1.0;
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const float earth_radius = 6371.0 * KM;
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const vec3 earth_mid = vec3(0, 0, -earth_radius);
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const float cloud_start = earth_radius + 1.3 * KM;
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const float cloud_end = earth_radius + 25.0 * KM;
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float GetHeightFractionForPoint(vec3 inPosition, vec2 inCloudMinMax)
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{
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float height_fraction = (inPosition.z - inCloudMinMax.x) / (inCloudMinMax.y - inCloudMinMax.x);
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return saturate(height_fraction);
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}
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float GetDensityHeightGradientForPoint(vec3 p, vec3 weatherData) {
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// return saturate(20.0 * (1.0 - max(0, p.z / 0.3)) ); // XXX
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// return p.z > 0.1 ? 0.0 : 1.0;
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// return pow(p.z, 0.3);
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return 1.0;
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}
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float SampleCloudDensity(vec3 p, vec3 weather_data, float mip_level)
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{
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// float3 wind_direction = float3 (1.0 , 0.0 , 0.0) ;
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// float cloud_speed = 10.0;
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// float cloud_top_offset = 500.0;
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// p += height_fraction * wind_direction * cloud_top_offset;
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vec4 low_frequency_noises = textureLod(Noise1, p * 0.6, mip_level);
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float low_freq_FBM = (low_frequency_noises.g * 0.625)
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+ (low_frequency_noises.b * 0.25)
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+ (low_frequency_noises.a * 0.125);
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float base_cloud = max(0, square(low_frequency_noises.x * low_frequency_noises.y) - 0.07) ;
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// base_cloud = pow(base_cloud, 10.0) * 10.0;
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// base_cloud *= max(0, low_frequency_noises.w * 1.4 - 0.2);
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// base_cloud *= max(0, low_frequency_noises.z * 1.5 - 0.2);
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float density_height_gradient = GetDensityHeightGradientForPoint(p, weather_data);
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base_cloud *= density_height_gradient;
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float cloud_coverage = weather_data.r;
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// base_cloud *= cloud_coverage;
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vec3 high_frequency_noises = textureLod(Noise2, p * 5.63534, mip_level).rgb;
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// float high_freq_FBM = (high_frequency_noises.r * 0.625);
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// + (high_frequency_noises.g * 0.25)
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// + (high_frequency_noises.b * 0.125);
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// base_cloud = mix(high_frequency_noises.y * base_cloud, 1, base_cloud);
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base_cloud -= high_frequency_noises.y * 0.23 * (1 - base_cloud);
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// base_cloud *= 3.0;
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base_cloud *= 125.0 * 256.0 / GET_SETTING(clouds, raymarch_steps);
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return saturate(base_cloud);
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}
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vec2 get_cloud_coord(vec3 pos) {
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vec2 xy_coord = pos.xy / (cloud_end - cloud_start);
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xy_coord.xy /= 1.0 + 0.1 * length(xy_coord);
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// xy_coord.xy += 0.5;
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// xy_coord *= 0.5;
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return xy_coord;
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}
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float HenyeyGreenstein(vec3 inLightVector, vec3 inViewVector, float inG)
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{
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float cos_angle = dot(normalize(inLightVector), normalize(inViewVector));
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return ((1.0 - inG * inG) / pow((1.0 + inG * inG - 2.0 * inG * cos_angle),
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3.0 / 2.0)) / 4.0 * M_PI;
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}
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void main() {
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int num_samples = GET_SETTING(clouds, raymarch_steps);
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// int num_samples = 256;
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vec2 texcoord = get_half_texcoord();
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vec3 wind_offs = vec3(0.2, 0.3, 0) * 0.052 * MainSceneData.frame_time;
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vec3 pos = get_gbuffer_position(GBuffer, texcoord);
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vec3 ray_start = MainSceneData.camera_pos;
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vec3 ray_dir = normalize(pos - ray_start);
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vec3 view_vector = normalize(MainSceneData.camera_pos - pos);
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if (!is_skybox(pos) || ray_dir.z < 0.0) {
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result = vec4(0);
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return;
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}
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float t_low, t_high, tmp;
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Sphere earth_sphere;
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earth_sphere.pos = earth_mid;
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earth_sphere.radius = cloud_start;
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bool rb = ray_sphere_intersection(earth_sphere, ray_start, ray_dir, t_low, tmp);
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earth_sphere.radius = cloud_end;
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bool rt = ray_sphere_intersection(earth_sphere, ray_start, ray_dir, t_high, tmp);
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if (t_low < 0.0) t_low = 0.0;
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if (t_high < 0.0 || distance(t_high, t_low) < 0.01) {
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result = vec4(0.2, 0, 0, 0);
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return;
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}
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// Get start and end in cloud space coordinates
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vec3 trace_start = vec3(get_cloud_coord(ray_start + t_low * ray_dir), 0.0);
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vec3 trace_end = vec3(get_cloud_coord(ray_start + t_high * ray_dir), 1.0);
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trace_start += wind_offs;
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trace_end += wind_offs;
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// trace_start.xyz += (noise*2.0-1.0) * 0.004;
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vec3 trace_step = (trace_end - trace_start) / float(num_samples);
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// trace_step.xyz += (noise*2.0-1.0) * 0.015 / num_samples;
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float density = 0.0;
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float cloud_test = 0.0;
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int zero_density_sample_count = 0;
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float mip_level = 0;
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float jitter = abs(rand(ivec2(gl_FragCoord.xy)));
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vec3 p = trace_start + (1 + jitter) * trace_step;
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vec3 accum_color = vec3(0);
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vec3 sun_vector = get_sun_vector();
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vec3 weather_data = texture(WeatherTex, p.xy).xyz;
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for (int i = 0; i < num_samples - 1; ++i)
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{
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float sampled_density = SampleCloudDensity(p, weather_data, mip_level) * 0.2;
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float sampled_sun_density = 0.0;
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for (int k = 1; k < 3; ++k) {
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sampled_sun_density += SampleCloudDensity(
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p + sun_vector * 1.0 / 256.0 * k * k, weather_data, mip_level);
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}
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sampled_density *= (1 - density);
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density += sampled_density;
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accum_color += ((0.05 + 0.99 * p.z * p.z) * sampled_density *
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(1.0 - sampled_sun_density / 3.0));
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p += trace_step;
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}
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float accum_weight = density;
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float light_samples = density * 1.0;
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float powder_sugar_effect = 1.0 - exp(- light_samples * 2.0);
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float beers_law = exp(-light_samples);
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float light_energy = 2.0 * beers_law * powder_sugar_effect;
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accum_color *= light_energy * 2.0;
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accum_color *= vec3(HenyeyGreenstein(sun_vector, -view_vector, 0.2)) * 1.0;
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float sun_influence = pow(max(0, dot(ray_dir, sun_vector)), 25.0) + 0.0;
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vec3 sun_color = sun_influence * 100.0 * TimeOfDay.scattering.sun_color;
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accum_color *= 1.0 + sun_color * max(0, 1 - 0.7 * density);
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accum_color *= TimeOfDay.clouds.cloud_brightness * 20.0 * vec3(10, 10, 15);
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accum_color *= TimeOfDay.scattering.sun_intensity / 150.0;
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accum_color *= TimeOfDay.scattering.sun_color;
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// Don't render clouds at obligue angles
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float horizon = pow(saturate(ray_dir.z * 1.0), 0.1);
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accum_color *= horizon;
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accum_weight *= horizon;
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result = vec4(accum_color, accum_weight);
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}
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