278 lines
9.5 KiB
GLSL
278 lines
9.5 KiB
GLSL
#include "/lib/shaderSettings/mainFog.glsl"
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#ifdef ATM_COLOR_MULTS
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#include "/lib/colors/colorMultipliers.glsl"
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#endif
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#ifdef MOON_PHASE_INF_ATMOSPHERE
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#include "/lib/colors/moonPhaseInfluence.glsl"
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#endif
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#ifdef BORDER_FOG
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#ifdef OVERWORLD
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#include "/lib/atmospherics/sky.glsl"
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#elif defined NETHER || defined END
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#include "/lib/colors/skyColors.glsl"
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#endif
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void DoBorderFog(inout vec4 color, inout float skyFade, float lPos, float VdotU, float VdotS, float dither) {
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#ifdef OVERWORLD
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float fog = lPos / renderDistance;
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fog = pow2(pow2(fog));
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#ifndef DISTANT_HORIZONS
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fog = pow2(pow2(fog));
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#endif
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fog = 1.0 - exp(-BORDER_FOG_DISTANCE_OVERWORLD * fog);
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#endif
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#ifdef NETHER
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float farM = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
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float fog = lPos / farM;
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fog = fog * 0.3 + 0.7 * pow(fog * BORDER_FOG_DISTANCE_NETHER / 3, 256.0 / max(farM, 256.0));
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#endif
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#ifdef END
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float fog = lPos / renderDistance;
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fog = pow2(pow2(fog));
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fog = 1.0 - exp(-BORDER_FOG_DISTANCE_END * fog);
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#endif
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#ifdef IRIS_FEATURE_FADE_VARIABLE
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#if defined GBUFFERS_WATER || defined DEFERRED1
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float chunkFadeM = mix(1.0, chunkFade, pow2(clamp01(lPos * 0.015))); // don't do fade very close to the player
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fog = mix(1.0, fog, chunkFadeM);
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#endif
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#endif
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if (fog > 0.0) {
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fog = clamp(fog, 0.0, 1.0);
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#ifdef OVERWORLD
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vec3 fogColorM = GetSky(VdotU, VdotS, dither, true, false);
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#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_OVERWORLD
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#elif defined NETHER
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vec3 fogColorM = netherColor;
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#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_NETHER
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#else
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vec3 fogColorM = endSkyColor;
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#define BORDER_FOG_DENSITY BORDER_FOG_DENSITY_END
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#endif
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#ifdef ATM_COLOR_MULTS
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fogColorM *= atmColorMult;
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#endif
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#ifdef MOON_PHASE_INF_ATMOSPHERE
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fogColorM *= moonPhaseInfluence;
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#endif
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fog *= BORDER_FOG_DENSITY;
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color = mix(color, vec4(fogColorM, 0.0), fog);
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#ifndef GBUFFERS_WATER
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skyFade = fog;
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#else
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skyFade = fog * (1.0 - isEyeInWater);
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#endif
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}
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}
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#endif
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#ifdef CAVE_FOG
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#include "/lib/atmospherics/fog/caveFactor.glsl"
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void DoCaveFog(inout vec4 color, float lViewPos) {
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float fog = GetCaveFactor() * (0.9 - 0.9 * exp(- lViewPos * 0.015 * CAVE_FOG_DENSITY));
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color = mix(color, vec4(caveFogColor, 0.0), fog);
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}
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#endif
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#ifdef ATMOSPHERIC_FOG
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#include "/lib/colors/lightAndAmbientColors.glsl"
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#include "/lib/colors/skyColors.glsl"
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// SRATA: Atm. fog starts reducing above this altitude
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// CRFTM: Atm. fog continues reducing for this meters
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#ifdef OVERWORLD
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#define atmFogSRATA ATM_FOG_ALTITUDE + 0.1
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#ifndef DISTANT_HORIZONS
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float atmFogCRFTM = 60.0;
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#else
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float atmFogCRFTM = 90.0;
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#endif
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vec3 GetAtmFogColor(float altitudeFactorRaw, float VdotS) {
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vec3 atmFogColor = vec3(ATMOSPHERIC_FOG_R_NEW, ATMOSPHERIC_FOG_G_NEW, ATMOSPHERIC_FOG_B_NEW) * ATMOSPHERIC_FOG_I;
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#ifdef RADIOACTIVE_ATMOSPHERIC_FOG
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atmFogColor *= GetLuminance(atmFogColor) * 10;
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#endif
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float nightFogMult = 2.5 - 0.625 * max(pow2(pow2(altitudeFactorRaw)), rainFactor);
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float dayNightFogBlend = pow(invNightFactor, 4.0 - VdotS - 2.5 * sunVisibility2);
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return atmFogColor * mix(
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nightUpSkyColor * (nightFogMult - dayNightFogBlend * nightFogMult),
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dayDownSkyColor * (0.9 + 0.3 * noonFactor),
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dayNightFogBlend
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);
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}
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#else
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float atmFogSRATA = 55.1;
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float atmFogCRFTM = 30.0;
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#endif
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float GetAtmFogAltitudeFactor(float altitude) {
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float altitudeFactor = pow2(1.0 - clamp(altitude - atmFogSRATA, 0.0, atmFogCRFTM) / atmFogCRFTM);
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#ifndef LIGHTSHAFTS_ACTIVE
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altitudeFactor = mix(altitudeFactor, 1.0, rainFactor * 0.2);
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#endif
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return altitudeFactor;
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}
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void DoAtmosphericFog(inout vec4 color, vec3 playerPos, float lViewPos, float VdotS) {
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#ifndef DISTANT_HORIZONS
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float renDisFactor = min1(192.0 / renderDistance);
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#if ATM_FOG_DISTANCE != 100
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#define ATM_FOG_DISTANCE_M 100.0 / ATM_FOG_DISTANCE;
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renDisFactor *= ATM_FOG_DISTANCE_M;
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#endif
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float fog = 1.0 - exp(-pow(lViewPos * (0.001 - 0.0007 * rainFactor), 2.0 - rainFactor2) * lViewPos * renDisFactor);
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#else
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float fog = pow2(1.0 - exp(-max0(lViewPos - 40.0) * (0.7 + 0.7 * rainFactor) / ATM_FOG_DISTANCE));
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#endif
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float atmFogA = 1.0;
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atmFogA *= ATMOSPHERIC_FOG_DENSITY * ATM_FOG_MULT;
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fog *= atmFogA - 0.1 - 0.15 * invRainFactor;
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float altitudeFactorRaw = GetAtmFogAltitudeFactor(playerPos.y + cameraPosition.y);
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#ifndef DISTANT_HORIZONS
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float altitudeFactor = altitudeFactorRaw * 0.9 + 0.1;
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#else
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float altitudeFactor = altitudeFactorRaw * 0.8 + 0.2;
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#endif
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#ifdef OVERWORLD
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altitudeFactor *= 1.0 - 0.75 * GetAtmFogAltitudeFactor(cameraPosition.y) * invRainFactor;
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#if defined SPECIAL_BIOME_WEATHER || RAIN_STYLE == 2
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if (isEyeInWater == 0) {
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#if RAIN_STYLE == 2
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float factor = 1.0;
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#else
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float factor = max(inSnowy, inDry);
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#endif
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float fogFactor = 4.0;
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#ifdef SPECIAL_BIOME_WEATHER
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fogFactor += 2.0 * inDry;
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#endif
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fogFactor *= 0.5 + 0.5 * sunVisibility;
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float fogIntense = pow2(1.0 - exp(-lViewPos * fogFactor / ATM_FOG_DISTANCE));
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fog = mix(fog, fogIntense / altitudeFactor, 0.8 * rainFactor * factor);
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}
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#endif
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#ifdef CAVE_FOG
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fog *= 0.2 + 0.8 * sqrt2(eyeBrightnessM);
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fog *= 1.0 - GetCaveFactor();
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#else
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fog *= eyeBrightnessM;
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#endif
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#else
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fog *= 0.5;
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#endif
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fog *= altitudeFactor;
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if (fog > 0.0) {
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fog = clamp(fog, 0.0, 1.0);
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#ifdef OVERWORLD
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vec3 fogColorM = GetAtmFogColor(altitudeFactorRaw, VdotS);
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#else
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vec3 fogColorM = endSkyColor * 1.5;
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#endif
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#ifdef ATM_COLOR_MULTS
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fogColorM *= atmColorMult;
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#endif
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#ifdef MOON_PHASE_INF_ATMOSPHERE
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fogColorM *= moonPhaseInfluence;
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#endif
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color = mix(color, vec4(fogColorM, 0.0), fog);
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}
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}
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#endif
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#include "/lib/atmospherics/fog/waterFog.glsl"
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void DoWaterFog(inout vec4 color, float lViewPos) {
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float fog = GetWaterFog(lViewPos);
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color = mix(color, vec4(waterFogColor, 0), fog);
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}
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void DoLavaFog(inout vec4 color, float lViewPos) {
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float fog = (lViewPos * 3.0 - gl_Fog.start) * gl_Fog.scale;
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#ifdef LESS_LAVA_FOG
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fog = sqrt(fog) * 0.4;
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#endif
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fog = 1.0 - exp(-fog);
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fog = clamp(fog, 0.0, 1.0);
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color = mix(color, vec4(fogColor * 5.0, 0.0), fog);
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}
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void DoPowderSnowFog(inout vec4 color, float lViewPos) {
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float fog = lViewPos;
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#ifdef LESS_LAVA_FOG
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fog = sqrt(fog) * 0.4;
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#endif
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fog *= fog;
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fog = 1.0 - exp(-fog);
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fog = clamp(fog, 0.0, 1.0);
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color = mix(color, vec4(fogColor, 0.0), fog);
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}
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void DoBlindnessFog(inout vec4 color, float lViewPos) {
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float fog = lViewPos * 0.3 * blindness;
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fog *= fog;
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fog = 1.0 - exp(-fog);
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fog = clamp(fog, 0.0, 1.0);
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color *= 1.0 - fog;
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}
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void DoDarknessFog(inout vec4 color, float lViewPos) {
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float fog = lViewPos * 0.075 * darknessFactor;
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fog *= fog;
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fog *= fog;
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color *= exp(-fog);
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}
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void DoFog(inout vec4 color, inout float skyFade, float lViewPos, vec3 playerPos, float VdotU, float VdotS, float dither, bool isReflection, float lBlockPos) {
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#ifdef CAVE_FOG
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DoCaveFog(color, lViewPos);
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#endif
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#ifdef ATMOSPHERIC_FOG
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float lViewPosAtm = lViewPos;
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// Reduce fog if the reflecting block is already behind fog, and fogging the reflection would result in too much fog
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if (isReflection) lViewPosAtm *= 0.2 + 0.8 * sqrt1(max0(1.0 - lBlockPos / lViewPos));
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DoAtmosphericFog(color, playerPos, lViewPosAtm, VdotS);
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#endif
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#ifdef BORDER_FOG
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DoBorderFog(color, skyFade, max(length(playerPos.xz), abs(playerPos.y)), VdotU, VdotS, dither);
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#endif
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if (isEyeInWater == 1) DoWaterFog(color, lViewPos);
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else if (isEyeInWater == 2) DoLavaFog(color, lViewPos);
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else if (isEyeInWater == 3) DoPowderSnowFog(color, lViewPos);
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if (blindness > 0.00001) DoBlindnessFog(color, lViewPos);
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if (darknessFactor > 0.00001) DoDarknessFog(color, lViewPos);
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}
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