Solara-Shaders/shaders/lib/atmospherics/fog.glsl
2024-06-22 15:15:55 -04:00

190 lines
5.3 KiB
GLSL

#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);
}