#ifdef OVERWORLD vec3 GetFogColor(vec3 viewPos) { vec3 nViewPos = normalize(viewPos); float lViewPos = length(viewPos) / 64.0; lViewPos = 1.0 - exp(-lViewPos * lViewPos); float VoU = clamp(dot(nViewPos, upVec), -1.0, 1.0); float VoL = clamp(dot(nViewPos, sunVec), -1.0, 1.0); float density = 0.4; float nightDensity = 1.0; float weatherDensity = 1.5; float groundDensity = 0.08 * (4.0 - 3.0 * sunVisibility) * (10.0 * rainStrength * rainStrength + 1.0); float exposure = exp2(timeBrightness * 0.75 - 0.75); float nightExposure = exp2(-3.5); float baseGradient = exp(-(VoU * 0.5 + 0.5) * 0.5 / density); float groundVoU = clamp(-VoU * 0.5 + 0.5, 0.0, 1.0); float ground = 1.0 - exp(-groundDensity / groundVoU); vec3 fog = fogCol * baseGradient / (SKY_I * SKY_I); fog = fog / sqrt(fog * fog + 1.0) * exposure * sunVisibility * (SKY_I * SKY_I); float sunMix = (VoL * 0.5 + 0.5) * pow(clamp(1.0 - VoU, 0.0, 1.0), 2.0 - sunVisibility) * pow(1.0 - timeBrightness * 0.6, 3.0); float horizonMix = pow(1.0 - abs(VoU), 2.5) * 0.125; float lightMix = (1.0 - (1.0 - sunMix) * (1.0 - horizonMix)) * lViewPos; vec3 lightFog = pow(lightSun, vec3(4.0 - sunVisibility)) * baseGradient; lightFog = lightFog / (1.0 + lightFog * rainStrength); fog = mix( sqrt(fog * (1.0 - lightMix)), sqrt(lightFog), lightMix ); fog *= fog; float nightGradient = exp(-(VoU * 0.5 + 0.5) * 0.35 / nightDensity); vec3 nightFog = lightNight * lightNight * nightGradient * nightExposure; fog = mix(nightFog, fog, sunVisibility * sunVisibility); float rainGradient = exp(-(VoU * 0.5 + 0.5) * 0.125 / weatherDensity); vec3 weatherFog = weatherCol.rgb * weatherCol.rgb; weatherFog *= GetLuminance(ambientCol / (weatherFog)) * (0.2 * sunVisibility + 0.2); fog = mix(fog, weatherFog * rainGradient, rainStrength); fog = mix(minLightCol * 0.5, fog * eBS, eBS); //fog *= voidFade; #if MC_VERSION >= 11800 fog *= clamp((cameraPosition.y + 70.0) / 8.0, 0.0, 1.0); #else fog *= clamp((cameraPosition.y + 6.0) / 8.0, 0.0, 1.0); #endif return fog; } #endif void NormalFog(inout vec3 color, vec3 viewPos) { float viewLength = length(viewPos); vec4 worldPos = gbufferModelViewInverse * vec4(viewPos, 1.0); worldPos.xyz /= worldPos.w; #if FAR_VANILLA_FOG > 0 #if FAR_VANILLA_FOG_STYLE == 0 float fogFactor = viewLength; #else float fogFactor = length(worldPos.xz); #endif #endif #ifdef OVERWORLD float fog = viewLength * fogDensity / 1024.0; float clearDay = sunVisibility * (1.0 - rainStrength); #ifdef DISTANT_HORIZONS fog *= FOG_DENSITY_DH; #endif fog *= mix(FOG_DENSITY_INDOOR, mix(1.0, FOG_DENSITY_WEATHER, rainStrength) / mix(1.0 / FOG_DENSITY_NIGHT, 1.0, clearDay) * eBS, eBS); fog = min(fog, (fog - 0.8) * 0.25 + 0.8); #ifdef FOG_HEIGHT fog *= exp2(-max(worldPos.y + cameraPosition.y - FOG_HEIGHT_Y, 0.0) / exp2(FOG_HEIGHT_FALLOFF)); #endif fog = 1.0 - exp(-2.0 * pow(fog, 0.35 * clearDay * eBS + 1.25)); vec3 fogColor = GetFogColor(viewPos); #if FAR_VANILLA_FOG == 1 || FAR_VANILLA_FOG == 3 if(isEyeInWater == 0.0){ #if MC_VERSION >= 11800 float fogOffset = 0.0; #else float fogOffset = 12.0; #endif float fogFar = far; float vanillaDensity = 0.2; #ifdef DISTANT_HORIZONS fogFar = dhFarPlane * 0.5; vanillaDensity = 0.4; #endif float vanillaFog = 1.0 - (fogFar - (fogFactor + fogOffset)) / (vanillaDensity * fogFar * FOG_DENSITY_VANILLA); vanillaFog = clamp(vanillaFog, 0.0, 1.0); if(vanillaFog > 0.0){ vec3 vanillaFogColor = GetSkyColor(viewPos, false); vanillaFogColor *= 1.0 + nightVision; #ifdef CLASSIC_EXPOSURE vanillaFogColor *= 4.0 - 3.0 * eBS; #endif fogColor *= fog; fog = mix(fog, 1.0, vanillaFog); if(fog > 0.0) fogColor = mix(fogColor, vanillaFogColor, vanillaFog) / fog; } } #endif #endif #ifdef NETHER float fog = 2.0 * pow(viewLength * fogDensity / 256.0, 1.5); #if FAR_VANILLA_FOG == 2 || FAR_VANILLA_FOG == 3 #ifndef DISTANT_HORIZONS fog += 6.0 * pow(fogFactor * 1.5 / far, 4.0); #else fog += 6.0 * pow(fogFactor * 3.0 / dhFarPlane, 4.0); #endif #endif fog = 1.0 - exp(-fog); vec3 fogColor = netherCol.rgb * 0.0425; #endif #ifdef END float fog = viewLength * fogDensity / 512.0; #if FAR_VANILLA_FOG == 2 || FAR_VANILLA_FOG == 3 #ifndef DISTANT_HORIZONS fog += 2.0 * pow(fogFactor * 1.5 / far, 4.0); #else fog += 2.0 * pow(fogFactor * 3.0 / dhFarPlane, 4.0); #endif #endif fog = 1.0 - exp(-fog); vec3 fogColor = endCol.rgb * 0.003; #ifndef LIGHT_SHAFT fogColor *= 4.0; #endif #endif color = mix(color, fogColor, fog); } void BlindFog(inout vec3 color, vec3 viewPos) { float fog = length(viewPos) * max(blindFactor * 0.2, darknessFactor * 0.075); fog = (1.0 - exp(-6.0 * fog * fog * fog)) * max(blindFactor, darknessFactor); color = mix(color, vec3(0.0), fog); } vec3 denseFogColor[2] = vec3[2]( vec3(1.0, 0.3, 0.01), vec3(0.1, 0.16, 0.2) ); void DenseFog(inout vec3 color, vec3 viewPos) { float fog = length(viewPos) * 0.5; fog = (1.0 - exp(-4.0 * fog * fog * fog)); color = mix(color, denseFogColor[isEyeInWater - 2], fog); } void Fog(inout vec3 color, vec3 viewPos) { NormalFog(color, viewPos); if (isEyeInWater > 1) DenseFog(color, viewPos); if (blindFactor > 0.0 || darknessFactor > 0.0) BlindFog(color, viewPos); }