Files
Reimagined/shaderpacks/Reimagined - Low/shaders/lib/atmospherics/overworldBeams.glsl
T
2026-05-07 21:38:27 +03:00

65 lines
2.3 KiB
GLSL

#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);
}