#ifdef OVERWORLD float CloudSampleBase(vec2 coord, vec2 wind, float cloudGradient, float sunCoverage, float dither, float multiplier) { coord.xy *= 0.004; #if CLOUD_BASE == 0 float noiseBase = texture2D(noisetex, coord * 0.25 + wind).r; #else float noiseBase = texture2D(noisetex, coord * 0.5 + wind).g; noiseBase = pow(1.0 - noiseBase, 2.0) * 0.5 + 0.25; #endif float detailZ = floor(cloudGradient * float(CLOUD_THICKNESS)) * 0.04; float noiseDetailLow = texture2D(noisetex, coord.xy * 0.5 - wind * 2.0 + detailZ).b; float noiseDetailHigh = texture2D(noisetex, coord.xy * 0.5 - wind * 2.0 + detailZ + 0.04).b; float noiseDetail = mix(noiseDetailLow, noiseDetailHigh, fract(cloudGradient * float(CLOUD_THICKNESS))); float noiseCoverage = abs(cloudGradient - 0.125); noiseCoverage *= cloudGradient > 0.125 ? (2.14 - CLOUD_AMOUNT * 0.1) : 8.0; noiseCoverage = noiseCoverage * noiseCoverage * 4.0; float noise = mix(noiseBase, noiseDetail, 0.0476 * CLOUD_DETAIL) * 21.0 - noiseCoverage; noise = mix(noise, 21.0 - noiseCoverage * 2.5, 0.33 * rainStrength); noise = max(noise - (sunCoverage * 3.0 + CLOUD_AMOUNT), 0.0); noise *= CLOUD_DENSITY * multiplier; noise *= (1.0 - 0.75 * rainStrength); noise = noise / sqrt(noise * noise + 0.5); return noise; } float CloudSampleSkybox(vec2 coord, vec2 wind, float cloudGradient, float sunCoverage, float dither) { return CloudSampleBase(coord, wind, cloudGradient, sunCoverage, dither, 0.125); } float CloudSampleVolumetric(vec2 coord, vec2 wind, float cloudGradient, float sunCoverage, float dither) { coord.xy /= CLOUD_VOLUMETRIC_SCALE; return CloudSampleBase(coord, wind, cloudGradient, sunCoverage, dither, 0.125); } float InvLerp(float v, float l, float h) { return clamp((v - l) / (h - l), 0.0, 1.0); } vec4 DrawCloudSkybox(vec3 viewPos, float z, float dither, vec3 lightCol, vec3 ambientCol, bool fadeFaster) { if (z < 1.0) return vec4(0.0); #ifdef TAA #if TAA_MODE == 0 dither = fract(dither + frameCounter * 0.618); #else dither = fract(dither + frameCounter * 0.5); #endif #endif int samples = CLOUD_THICKNESS * 2; float cloud = 0.0, cloudLighting = 0.0; float sampleStep = 1.0 / samples; float currentStep = dither * sampleStep; vec3 nViewPos = normalize(viewPos); float VoU = dot(nViewPos, upVec); float VoL = dot(nViewPos, lightVec); float sunCoverage = mix(abs(VoL), max(VoL, 0.0), shadowFade); sunCoverage = pow(clamp(sunCoverage * 2.0 - 1.0, 0.0, 1.0), 12.0) * (1.0 - rainStrength); vec2 wind = vec2( frametime * CLOUD_SPEED * 0.0005, sin(frametime * CLOUD_SPEED * 0.001) * 0.005 ) * CLOUD_HEIGHT / 15.0; vec3 cloudColor = vec3(0.0); if (VoU > 0.025) { vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz); float halfVoL = mix(abs(VoL) * 0.8, VoL, shadowFade) * 0.5 + 0.5; float halfVoLSqr = halfVoL * halfVoL; float scattering = pow(halfVoL, 6.0); float noiseLightFactor = (2.0 - 1.5 * VoL * shadowFade) * CLOUD_DENSITY * 0.5; for(int i = 0; i < samples; i++) { if (cloud > 0.99) break; vec3 planeCoord = wpos * ((CLOUD_HEIGHT + currentStep * CLOUD_THICKNESS) / wpos.y); vec2 coord = cameraPosition.xz * 0.0625 * 16.0 / CLOUD_VOLUMETRIC_SCALE + planeCoord.xz; float noise = CloudSampleSkybox(coord, wind, currentStep, sunCoverage, dither); float sampleLighting = pow(currentStep, 1.125 * halfVoLSqr + 0.875) * 0.8 + 0.2; sampleLighting *= 1.0 - pow(noise, noiseLightFactor); cloudLighting = mix(cloudLighting, sampleLighting, noise * (1.0 - cloud * cloud)); cloud = mix(cloud, 1.0, noise); currentStep += sampleStep; } cloudLighting = mix(cloudLighting, 1.0, (1.0 - cloud * cloud) * scattering * 0.5); cloudLighting *= (1.0 - 0.9 * rainStrength); cloudColor = mix( ambientCol * (0.3 * sunVisibility + 0.5), lightCol * (0.85 + 1.15 * scattering), cloudLighting ); cloudColor *= 1.0 - 0.4 * rainStrength; cloud *= clamp(1.0 - exp(-16.0 / max(fogDensity, 0.5) * VoU + 0.5), 0.0, 1.0); if (fadeFaster) { cloud *= 1.0 - pow(1.0 - VoU, 4.0); } } cloudColor *= CLOUD_BRIGHTNESS * (0.5 - 0.25 * (1.0 - sunVisibility) * (1.0 - rainStrength)); // cloudColor *= voidFade; #if MC_VERSION >= 11800 cloudColor *= clamp((cameraPosition.y + 70.0) / 8.0, 0.0, 1.0); #else cloudColor *= clamp((cameraPosition.y + 6.0) / 8.0, 0.0, 1.0); #endif #ifdef UNDERGROUND_SKY cloud *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS); #endif return vec4(cloudColor, cloud * cloud * CLOUD_OPACITY); } vec3 GetReflectedCameraPos(vec3 worldPos, vec3 normal) { vec4 worldNormal = gbufferModelViewInverse * vec4(normal, 1.0); worldNormal.xyz /= worldNormal.w; vec3 cameraPos = cameraPosition + 2.0 * worldNormal.xyz * dot(worldPos, worldNormal.xyz); cameraPos = cameraPos + reflect(worldPos, worldNormal.xyz); //bobbing stabilizer, works like magic return cameraPos; } vec4 DrawCloudVolumetric(vec3 viewPos, vec3 cameraPos, float z, float dither, vec3 lightCol, vec3 ambientCol, inout float cloudViewLength, bool fadeFaster) { #ifdef TAA #if TAA_MODE == 0 dither = fract(dither + frameCounter * 0.618); #else dither = fract(dither + frameCounter * 0.5); #endif #endif vec3 nViewPos = normalize(viewPos); vec3 worldPos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz; vec3 nWorldPos = normalize(worldPos); float viewLength = length(viewPos); float cloudHeight = CLOUD_HEIGHT * CLOUD_VOLUMETRIC_SCALE + 70; // float cloudHeight = CLOUD_HEIGHT * CLOUD_VOLUMETRIC_SCALE + cameraPosition.y; // float cloudHeight = 63; float lowerY = cloudHeight; float upperY = cloudHeight + CLOUD_THICKNESS * CLOUD_VOLUMETRIC_SCALE; float lowerPlane = (lowerY - cameraPos.y) / nWorldPos.y; float upperPlane = (upperY - cameraPos.y) / nWorldPos.y; float nearestPlane = max(min(lowerPlane, upperPlane), 0.0); float furthestPlane = max(lowerPlane, upperPlane); float maxcloudViewLength = cloudViewLength; if (furthestPlane < 0) return vec4(0.0); float planeDifference = furthestPlane - nearestPlane; vec3 startPos = cameraPos + nearestPlane * nWorldPos; float scaling = abs(cameraPosition.y - (upperY + lowerY) * 0.5) / ((upperY - lowerY) * 0.5); scaling = clamp((scaling - 1.0) * CLOUD_THICKNESS * 0.125, 0.0, 1.0); float sampleLength = CLOUD_THICKNESS * CLOUD_VOLUMETRIC_SCALE / 2.0; sampleLength /= (4.0 * nWorldPos.y * nWorldPos.y) * scaling + 1.0; vec3 sampleStep = nWorldPos * sampleLength; int samples = int(min(planeDifference / sampleLength, 32) + 1); vec3 samplePos = startPos + sampleStep * dither; float sampleTotalLength = nearestPlane + sampleLength * dither; vec2 wind = vec2( frametime * CLOUD_SPEED * 0.0005, sin(frametime * CLOUD_SPEED * 0.001) * 0.005 ) * CLOUD_HEIGHT / 15.0; float cloud = 0.0; float cloudFaded = 0.0; float cloudLighting = 0.0; float VoU = dot(nViewPos, upVec); float VoL = dot(nViewPos, lightVec); float sunCoverage = mix(abs(VoL), max(VoL, 0.0), shadowFade); sunCoverage = pow(clamp(sunCoverage * 2.0 - 1.0, 0.0, 1.0), 12.0) * (1.0 - rainStrength); float halfVoL = mix(abs(VoL) * 0.8, VoL, shadowFade) * 0.5 + 0.5; float halfVoLSqr = halfVoL * halfVoL; float scattering = pow(halfVoL, 6.0); float noiseLightFactor = (2.0 - 1.5 * VoL * shadowFade) * CLOUD_DENSITY * 0.5; float viewLengthSoftMin = viewLength - sampleLength * 0.5; float viewLengthSoftMax = viewLength + sampleLength * 0.5; float fade = 1.0; float fadeStart = 32.0 / max(fogDensity, 0.5); float fadeEnd = (fadeFaster ? 80.0 : 240.0) / max(fogDensity, 0.5); for (int i = 0; i < samples; i++) { if (cloud > 0.99) break; if (sampleTotalLength > viewLengthSoftMax && z < 1.0) break; float cloudGradient = InvLerp(samplePos.y, lowerY, upperY); float xzNormalizedDistance = length(samplePos.xz - cameraPos.xz) / CLOUD_VOLUMETRIC_SCALE; float noise = CloudSampleVolumetric(samplePos.xz, wind, cloudGradient, sunCoverage, dither); noise *= step(lowerY, samplePos.y) * step(samplePos.y, upperY); float sampleLighting = pow(cloudGradient, 1.125 * halfVoLSqr + 0.875) * 0.8 + 0.2; sampleLighting *= 1.0 - pow(noise, noiseLightFactor); float sampleFade = InvLerp(xzNormalizedDistance, fadeEnd, fadeStart); fade *= mix(1.0, sampleFade, noise * (1.0 - cloud)); noise *= step(xzNormalizedDistance, fadeEnd); cloudLighting = mix(cloudLighting, sampleLighting, noise * (1.0 - cloud * cloud)); if (z < 1.0) { noise *= InvLerp(sampleTotalLength, viewLengthSoftMax, viewLengthSoftMin); } cloud = mix(cloud, 1.0, noise); if (cloudViewLength == maxcloudViewLength && cloud > 0.5) { cloudViewLength = sampleTotalLength; } samplePos += sampleStep; sampleTotalLength += sampleLength; } cloudFaded = cloud * fade; cloudLighting = mix(cloudLighting, 1.0, (1.0 - cloud * cloud) * scattering * 0.5); cloudLighting *= (1.0 - 0.9 * rainStrength); vec3 cloudColor = mix( ambientCol * (0.3 * sunVisibility + 0.5), lightCol * (0.85 + 1.15 * scattering), cloudLighting ); cloudColor *= 1.0 - 0.4 * rainStrength; cloudColor *= CLOUD_BRIGHTNESS * (0.5 - 0.25 * (1.0 - sunVisibility) * (1.0 - rainStrength)); cloudFaded *= cloudFaded * CLOUD_OPACITY; if (cloudFaded < dither) { cloudViewLength = maxcloudViewLength; } return vec4(cloudColor, cloudFaded); } float GetNoise(vec2 pos) { return fract(sin(dot(pos, vec2(12.9898, 4.1414))) * 43758.5453); } void DrawStars(inout vec3 color, vec3 viewPos) { vec3 wpos = vec3(gbufferModelViewInverse * vec4(viewPos * 100.0, 1.0)); vec3 planeCoord = wpos / (wpos.y + length(wpos.xz)); vec2 wind = vec2(frametime, 0.0); vec2 coord = planeCoord.xz * 0.4 + cameraPosition.xz * 0.0001 + wind * 0.00125; coord = floor(coord * 1024.0) / 1024.0; float VoU = clamp(dot(normalize(viewPos), upVec), 0.0, 1.0); float VoL = dot(normalize(viewPos), sunVec); float multiplier = sqrt(sqrt(VoU)) * 5.0 * (1.0 - rainStrength) * moonVisibility; float star = 1.0; if (VoU > 0.0) { star *= GetNoise(coord.xy); star *= GetNoise(coord.xy + 0.10); star *= GetNoise(coord.xy + 0.23); } star = clamp(star - 0.8125, 0.0, 1.0) * multiplier; //star *= voidFade; #if MC_VERSION >= 11800 star *= clamp((cameraPosition.y + 70.0) / 8.0, 0.0, 1.0); #else star *= clamp((cameraPosition.y + 6.0) / 8.0, 0.0, 1.0); #endif #ifdef UNDERGROUND_SKY star *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS); #endif float moonFade = smoothstep(-0.997,-0.992, VoL); star *= moonFade; color += star * pow(lightNight, vec3(0.8)); } #ifdef AURORA #include "/lib/color/auroraColor.glsl" float AuroraSample(vec2 coord, vec2 wind, float VoU) { float noise = texture2D(noisetex, coord * 0.0625 + wind * 0.25).b * 3.0; noise+= texture2D(noisetex, coord * 0.03125 + wind * 0.15).b * 3.0; noise = max(1.0 - 4.0 * (0.5 * VoU + 0.5) * abs(noise - 3.0), 0.0); return noise; } vec3 DrawAurora(vec3 viewPos, float dither, int samples) { #ifdef TAA #if TAA_MODE == 0 dither = fract(dither + frameCounter * 0.618); #else dither = fract(dither + frameCounter * 0.5); #endif #endif float sampleStep = 1.0 / samples; float currentStep = dither * sampleStep; float VoU = dot(normalize(viewPos), upVec); float visibility = moonVisibility * (1.0 - rainStrength) * (1.0 - rainStrength); #ifdef WEATHER_PERBIOME visibility *= isCold * isCold; #endif vec2 wind = vec2( frametime * CLOUD_SPEED * 0.000125, sin(frametime * CLOUD_SPEED * 0.05) * 0.00025 ); vec3 aurora = vec3(0.0); if (VoU > 0.0 && visibility > 0.0) { vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz); for(int i = 0; i < samples; i++) { vec3 planeCoord = wpos * ((8.0 + currentStep * 7.0) / wpos.y) * 0.004; vec2 coord = cameraPosition.xz * 0.00004 + planeCoord.xz; coord += vec2(coord.y, -coord.x) * 0.3; float noise = AuroraSample(coord, wind, VoU); if (noise > 0.0) { noise *= texture2D(noisetex, coord * 0.125 + wind * 0.25).b; noise *= 0.5 * texture2D(noisetex, coord + wind * 16.0).b + 0.75; noise = noise * noise * 3.0 * sampleStep; noise *= max(sqrt(1.0 - length(planeCoord.xz) * 3.75), 0.0); vec3 auroraColor = mix(auroraLowCol, auroraHighCol, pow(currentStep, 0.4)); aurora += noise * auroraColor * exp2(-6.0 * i * sampleStep); } currentStep += sampleStep; } } // visibility *= voidFade; #if MC_VERSION >= 11800 visibility *= clamp((cameraPosition.y + 70.0) / 8.0, 0.0, 1.0); #else visibility *= clamp((cameraPosition.y + 6.0) / 8.0, 0.0, 1.0); #endif #ifdef UNDERGROUND_SKY visibility *= mix(clamp((cameraPosition.y - 48.0) / 16.0, 0.0, 1.0), 1.0, eBS); #endif return aurora * visibility; } #endif #endif