first commit

This commit is contained in:
Leonid Pershin
2026-05-07 21:38:27 +03:00
commit 84fb173ea8
3949 changed files with 564326 additions and 0 deletions
@@ -0,0 +1,236 @@
#include "/lib/shaderSettings/cloudsAndLighting.glsl"
#include "/lib/atmospherics/clouds/cloudCoord.glsl"
#ifdef DOUBLE_REIM_CLOUDS
const float cloudStretch = CLOUD_STRETCH * 4.2;
const float L2cloudStretch = cloudStretch * CLOUD_REIMAGINED_LAYER2_HEIGHT;
const float cloudTallness = cloudStretch * 2.0;
#else
const float cloudStretch = CLOUD_STRETCH * 4.2;
const float cloudTallness = cloudStretch * 2.0;
#endif
const float cloudRoundness = CLOUD_ROUNDNESS;
bool GetCloudNoise(vec3 tracePos, inout vec3 tracePosM, int cloudAltitude) {
tracePosM = ModifyTracePos(tracePos, cloudAltitude);
vec2 coord = GetRoundedCloudCoord(tracePosM.xz, cloudRoundness);
#ifdef DEFERRED1
float noise = texture2D(colortex3, coord).b;
#else
float noise = texture2D(gaux4, coord).b;
#endif
float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
threshold = pow2(pow2(pow2(threshold)));
return noise > threshold * 0.5 + 0.25;
}
float Get2DCloudSample(vec2 pos) {
#ifdef DEFERRED1
return texture2D(colortex3, GetRoundedCloudCoord(pos, cloudRoundness)).b;
#else
return texture2D(gaux4, GetRoundedCloudCoord(pos, cloudRoundness)).b;
#endif
}
vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither, vec3 sunVec, vec3 viewPos) {
vec4 volumetricClouds = vec4(0.0);
// Use local variables to avoid modifying globals
float localCloudStretch = cloudStretch;
float localCloudTallness = cloudTallness;
#ifdef DOUBLE_REIM_CLOUDS
if (cloudAltitude != cloudAlt1i) { // second layer
localCloudStretch = L2cloudStretch;
localCloudTallness = 2.0 * localCloudStretch;
}
#endif
float higherPlaneAltitude = cloudAltitude + localCloudStretch;
float lowerPlaneAltitude = cloudAltitude - localCloudStretch;
float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
minPlaneDistance = max(minPlaneDistance, 0.0);
float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
if (maxPlaneDistance < 0.0) return vec4(0.0);
float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
int sampleCount = max(int(planeDistanceDif) / 16, 6);
#elif CLOUD_QUALITY_INTERNAL == 2
int sampleCount = max(int(planeDistanceDif) / 8, 12);
#elif CLOUD_QUALITY_INTERNAL == 3 || CLOUD_QUALITY_INTERNAL == 4
int sampleCount = max(int(planeDistanceDif), 12);
#endif
float stepMult = planeDistanceDif / sampleCount;
vec3 traceAdd = nPlayerPos * stepMult;
vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
tracePos += traceAdd * dither;
tracePos.y -= traceAdd.y;
#ifdef FIX_AMD_REFLECTION_CRASH
sampleCount = min(sampleCount, 30); //BFARC
#endif
#ifdef AURORA_INFLUENCE
cloudAmbientColor = getAuroraAmbientColor(cloudAmbientColor, viewPos, 0.032, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
#endif
for (int i = 0; i < sampleCount; i++) {
tracePos += traceAdd;
vec3 cloudPlayerPos = tracePos - cameraPos;
float lTracePos = length(cloudPlayerPos);
float lTracePosXZ = length(cloudPlayerPos.xz);
float cloudMult = 1.0;
if (lTracePosXZ > distanceThreshold) break;
if (lTracePos > lViewPosM) {
if (skyFade < 0.7) continue;
else cloudMult = skyMult0;
}
vec3 tracePosM;
if (GetCloudNoise(tracePos, tracePosM, cloudAltitude)) {
float lightMult = 1.0;
#if SHADOW_QUALITY > -1
float shadowLength = shadowDistance * 0.9166667; //consistent08JJ622
if (shadowLength > lTracePos)
if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
#ifdef CLOUD_CLOSED_AREA_CHECK
if (eyeBrightness.y != 240) continue;
else
#endif
lightMult = 0.25;
}
#endif
#ifdef INVERTED_CLOUD_SHADING
float cloudShading = (higherPlaneAltitude - tracePos.y) / localCloudTallness;
#else
float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / localCloudTallness;
#endif
cloudShading = pow(max0(cloudShading), max0(CLOUD_SHADING_AMOUNT * 0.1 - 0.2));
float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
#if CLOUD_QUALITY_INTERNAL >= 2
#ifdef DEFERRED1
float cloudShadingM = 1.0 - pow2(cloudShading);
#else
float cloudShadingM = 1.0 - cloudShading;
#endif
float gradientNoise = InterleavedGradientNoiseForClouds();
vec3 cLightPos = tracePosM;
vec3 cLightPosAdd = normalize(ViewToPlayer(lightVec * 1000000000.0)) * vec3(0.08);
cLightPosAdd *= shadowTime;
float light = 2.0;
cLightPos += (1.0 + gradientNoise) * cLightPosAdd;
light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;
cLightPos += gradientNoise * cLightPosAdd;
light -= Get2DCloudSample(cLightPos.xz) * cloudShadingM;
float VdotSM2 = VdotSM1 * shadowTime * 0.25;
VdotSM2 += 0.5 * cloudShading + 0.08;
cloudShading = VdotSM2 * light * lightMult;
#endif
#if CLOUD_SUN_MOON_SHADING > 0
float visibilityFactor = 1.0;
#if CLOUD_SUN_MOON_SHADING == 1
visibilityFactor = 1.0 - sunVisibility;
#elif CLOUD_SUN_MOON_SHADING == 2
visibilityFactor = sunVisibility;
#endif
if (visibilityFactor > 0.0) {
vec3 worldLightVec = mat3(gbufferModelViewInverse) * sunVec;
float cloudLightRadius = 375.0;
float aboveFade = 1.0 - smoothstep(-20.0, 0.0, cameraPos.y - cloudAltitude);
float sunPlaneIntersect = (cloudAltitude - cameraPos.y) / worldLightVec.y;
vec2 posVector = cameraPos.xz + worldLightVec.xz * sunPlaneIntersect - tracePos.xz;
float moonVisibility = abs(1.0 - moonPhase / 4.0);
float sunMult = mix(moonVisibility, 0.75, sunVisibility);
float falloff = exp((1.0 - max0(1.0 - length(posVector) / cloudLightRadius)) * -6.0) * aboveFade * sunMult;
float sunCloudMult = clamp01(falloff * 2.5 * mix(1.0, (lTracePos - minPlaneDistance) / (maxPlaneDistance - minPlaneDistance), 0.6));
vec3 bloodMoonCloudColor = vec3(1.0);
#if BLOOD_MOON > 0
bloodMoonCloudColor = mix(bloodMoonCloudColor, vec3(0.302, 0.0078, 0.0078) * 5, getBloodMoon(sunVisibility));
#endif
cloudLightColor += bloodMoonCloudColor * sunCloudMult * 0.11 * visibilityFactor;
cloudShading += sunCloudMult * 1.5 * visibilityFactor;
}
#endif
#if BLOOD_MOON > 0
vec3 hsvCloudLightColor = rgb2hsv(cloudLightColor);
cloudLightColor = mix(cloudLightColor, hsv2rgb(vec3(0, max(0.66, hsvCloudLightColor.y), hsvCloudLightColor.z)), getBloodMoon(sunVisibility));
#endif
#ifdef AURORA_INFLUENCE
cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.1, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
#endif
vec3 colorSample = cloudAmbientColor * 0.95 * (1.0 - 0.35 * cloudShading) + cloudLightColor * (0.1 + cloudShading);
#ifdef RAIN_ATMOSPHERE
// Lightning flashes around lightning bolt position
vec3 lightningPos = getLightningPos(tracePos - cameraPos, lightningBoltPosition.xyz, false);
vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 450.0, 0.0, 0) * isLightningActive() * 10.0;
colorSample += lightningAdd.y;
// Thunderstorm cloud highlights (randomly appear in stormy weather)
float highlightBoost = getThunderstormCloudHighlights(tracePos, cameraPos.xz, lTracePos, minPlaneDistance, maxPlaneDistance, 0.005);
colorSample += highlightBoost;
#endif
vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, isEyeInWater == 0, false);
#ifdef ATM_COLOR_MULTS
cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
#endif
float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
float cloudFogFactor = pow2(clamp(distanceRatio, 0.0, 1.0)) * 0.75;
float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -1 + 1.0; // mapped to 1 to 0 range
#if defined DOUBLE_REIM_CLOUDS && CLOUD_REIMAGINED_LAYER2_TRANSPARENCY != 20
if (cloudAltitude != cloudAlt1i) { // second layer uses custom transparency
cloudMult *= (CLOUD_REIMAGINED_LAYER2_TRANSPARENCY * 0.05) * nightCloudRemove;
} else {
cloudMult *= CLOUD_TRANSPARENCY * nightCloudRemove;
}
#else
cloudMult *= CLOUD_TRANSPARENCY * nightCloudRemove;
#endif
float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
float skyMult2 = 1.0 - 0.33333 * skyFade;
colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2);
colorSample *= pow2(1.0 - maxBlindnessDarkness);
float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.75);
//float distanceRatioNew = (2000 - lTracePosXZ) / 2000;
//float cloudDistanceFactorNew = clamp(distanceRatioNew, 0.5, 0.75);
//volumetricClouds.a = pow(cloudDistanceFactor * 1.33333, 0.5 + 10.0 * pow(abs(VdotSM1), 90.0)) * cloudMult;
volumetricClouds.a = sqrt(cloudDistanceFactor * 1.33333) * cloudMult;
volumetricClouds.rgb = colorSample;
cloudLinearDepth = sqrt(lTracePos / renderDistance);
break;
}
}
return volumetricClouds;
}