hoosiertransfer-mod/desktopRuntime/resources/assets/eagler/glsl/deferred/clouds_sample.fsh

95 lines
3.1 KiB
GLSL

#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
precision highp sampler3D;
in vec2 v_position2f;
layout(location = 0) out vec4 output4f;
uniform float u_rainStrength1f;
uniform vec4 u_densityModifier4f;
uniform float u_sampleStep1f;
uniform float u_cloudTimer1f;
uniform vec3 u_cloudOffset3f;
uniform vec3 u_sunDirection3f;
uniform vec3 u_sunColor3f;
uniform sampler3D u_noiseTexture3D;
uniform sampler2D u_skyIrradianceMap;
#define GET_CLOUDS(pos3f, out1f)\
if(pos3f == clamp(pos3f, vec3(0.0), vec3(1.0))) {\
out1f = length(pos3f - clamp(pos3f, vec3(0.05), vec3(0.95)));\
out1f = smoothstep(0.0, 1.0, max(1.0 - out1f * 15.0, 0.0));\
out1f *= textureLod(u_noiseTexture3D, pos3f.xzy, 0.0).r;\
out1f += u_densityModifier4f.w;\
out1f = max(out1f * out1f * u_densityModifier4f.x + out1f * u_densityModifier4f.y + u_densityModifier4f.z, 0.0);\
}else out1f = 0.0;
void main() {
vec2 latLong = v_position2f * 2.0 - 1.0;
float latLongLen = dot(latLong, latLong);
if(latLongLen > 1.025) {
output4f = vec4(0.0);
return;
}
float mag2 = 2.0 / (latLongLen + 1.0);
vec3 dir;
dir.y = mag2 - 1.0;
dir.xz = latLong * mag2;
vec3 samplePos = vec3(0.0, -4.5 + u_cloudOffset3f.y * 0.05, 0.0) + dir * u_sampleStep1f * 0.2;
samplePos = samplePos * vec3(0.05, 0.1, 0.05) + vec3(0.5, 0.0, 0.5);
float sample0, sample1;
GET_CLOUDS(samplePos, sample0)
if(sample0 < 0.002) {
output4f = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
output4f.a = exp2(-sample0 * 5.0);
vec3 sunDirection = u_sunDirection3f * vec3(1.0, 2.0, 1.0) * 0.025;
float sunVisibility = sample0;
GET_CLOUDS((samplePos + sunDirection), sample1)
sunVisibility += sample1;
GET_CLOUDS((samplePos + sunDirection * 2.0), sample1)
sunVisibility += sample1;
GET_CLOUDS((samplePos + sunDirection * 3.0), sample1)
sunVisibility += sample1;
GET_CLOUDS((samplePos + sunDirection * 4.0), sample1)
sunVisibility += sample1;
GET_CLOUDS((samplePos + sunDirection * 5.0), sample1)
sunVisibility += sample1;
sunVisibility = exp2(-sunVisibility * 50.0);
sunVisibility *= 1.0 - exp2(-sample0 * 1.2);
vec3 sky = textureLod(u_skyIrradianceMap, v_position2f * vec2(1.0, 0.5) + vec2(0.0, 0.5), 0.0).rgb * 0.05;
float intergal = exp2(-7.33 * sample0) * -9.0 + 9.0;
output4f.rgb = (u_sunColor3f * sunVisibility + sky) * intergal;
}