#include "/lib/colors/lightAndAmbientColors.glsl" vec3 beamCol = normalize(ColorBeam) * 3.0 * (2.5 - 1.0 * vlFactor) * OVERWORLD_BEAMS_INTENSITY; vec2 wind = vec2(syncedTime * 0.0056); float BeamNoise(vec2 planeCoord, vec2 wind) { float noise = texture2DLod(noisetex, planeCoord * 0.275 - wind * 0.0625, 0.0).b; noise+= texture2DLod(noisetex, planeCoord * 0.34375 + wind * 0.0575, 0.0).b * 10.0; return noise; } vec4 DrawOverworldBeams(float VdotU, vec3 playerPos, vec3 viewPos) { float visibility = 1.0 - sunVisibility - maxBlindnessDarkness; #if OVERWORLD_BEAMS_CONDITION == 0 visibility -= moonPhase; #endif if (visibility > 0.0) { vec3 result = vec3(0.0); int sampleCount = 8; float VdotUM = 1.0 - VdotU * VdotU; float VdotUM2 = VdotUM + smoothstep1(pow2(pow2(1.0 - abs(VdotU)))) * 0.2; vec4 beams = vec4(0.0); float gradientMix = 1.0; #ifdef AURORA_INFLUENCE beamCol = getAuroraAmbientColor(beamCol, viewPos, 1.0, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.85) * OVERWORLD_BEAMS_INTENSITY; #endif for(int i = 0; i < sampleCount; i++) { vec2 planeCoord = (playerPos.xz + cameraPosition.xz) * (1.0 + i * 6.0 / sampleCount) * 0.0014; float noise = BeamNoise(planeCoord, wind); noise = max(0.92 - 1.0 / abs(noise - (2.5 + VdotUM * 2.0)), 0.0) * 2.5; if (noise > 0.0) { noise *= 0.55; float fireNoise = texture2DLod(noisetex, abs(planeCoord * 0.2) - wind, 0.0).b; noise *= 0.5 * fireNoise + 0.75; noise = noise * noise * 3.0 / sampleCount; noise *= mix(1.0, sqrt3(VdotUM2), 0.25); vec3 beamColor = beamCol; beamColor *= gradientMix / sampleCount; noise *= exp2(-6.0 * i / float(sampleCount)); beams += vec4(noise * beamColor, noise); } gradientMix += 1.0; } beams.rgb *= beams.a * beams.a * beams.a * 5000.0; beams.rgb *= sqrt(beams.rgb); result = sqrt(beams.rgb); if(any(isnan(result.rgb))) result.rgb = vec3(0.0); return vec4(result * visibility / sampleCount, beams.a); } return vec4(1.0); }