vec3 GetBedrockNoise(vec3 viewPos, float VdotU, float dither) { float eyeAltitude1 = eyeAltitude * 0.005; float visibility = clamp01(-VdotU * 1.875 - 0.225) * (1.0 - maxBlindnessDarkness); visibility *= 1.0 + VdotU * 0.75; float distanceAboveBedrock = bedrockLevel - eyeAltitude; float fadeStart = 180.0; float fadeWidth = 50.0; float noiseHeight = 2.0 / (1.0 + exp(-(fadeStart - distanceAboveBedrock) / fadeWidth)); visibility *= -eyeAltitude1 * 3.0 + (bedrockLevel / 66.6) + 2.0; if (visibility >= 0.0) { vec3 wpos = (gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz; wpos /= (abs(wpos.y) + length(wpos.xz) * 0.5); vec2 cameraPositionM = cameraPosition.xz * 0.0075; cameraPositionM.x += frameTimeCounter * 0.004; float VdotUM = 1.0 - VdotU * VdotU; // Star calculation vec2 starCoord = noiseHeight * wpos.xz * 0.2 + cameraPositionM * 0.1; starCoord = floor(starCoord * 1024.0) / 1024.0; float star = GetStarNoise(starCoord.xy) * GetStarNoise(starCoord.xy+0.1) * GetStarNoise(starCoord.xy+0.23); star = max0((star - 0.4) * 6.0); star *= star; vec3 stars = star * vec3(0.1765, 0.1569, 0.1804) * (VdotUM + 0.3); float wind = fract(frameTimeCounter * 0.0125); const int sampleCount = 1; const int sampleCountP = sampleCount + 5; float ditherM = dither + 5.0; vec3 spots = vec3(0.0); for (int i = 0; i < sampleCount; i++) { float current = pow2((i + ditherM) / sampleCountP); float currentM = 1.0 - current; vec2 planePos = wpos.xz * (0.5 + current) * noiseHeight; planePos = (planePos * 0.5 + cameraPositionM * 0.5) * 20.0; float noiseSpots = texture2DLod(noisetex, floor(planePos) * 0.1, 0.0).g; vec3 noise = texture2DLod(noisetex, vec2(noiseSpots) + wind * 0.3, 0.0).b * vec3(0.3); spots += noise * currentM * 6.0; } #ifdef OVERWORLD spots = (spots - 0.5) * 1.5 + 0.5; // contrast #else spots = (spots - 0.5) * 3.5 + 0.5; // contrast #endif spots += stars; float clampedNoiseHeight = clamp01(noiseHeight); return spots * visibility / sampleCount * clampedNoiseHeight + clampedNoiseHeight - 1.0; } return vec3(0.0); }