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https://github.com/MaSzyna-EU07/maszyna.git
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add clouds
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@@ -18,6 +18,7 @@ SamplerState g_SamplerPointClamp : register(s1);
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#include "cubemap_utils.hlsli"
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#include "manul/sky.hlsli"
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#include "manul/clouds.hlsli"
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struct FilterParameters {
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uint3 m_Offset;
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@@ -50,6 +51,7 @@ void main(uint3 PixCoord : SV_DispatchThreadID) {
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//g_OutCubemap[PixCoord + g_Offset] = g_Skybox.SampleLevel(g_SamplerLinearClamp, normal, 0.);
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float3 color = 1.e-7;
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CalcAtmosphere(color, normal, g_FilterParams.m_LightVector);
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CalcClouds(color, normal, g_FilterParams.m_LightVector);
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//CalcAtmosphere(g_OutCubemap[PixCoord + g_Offset], 1., normal, g_LightVector, g_Altitude, SKY_INF, g_LightColor.rgb, 10);
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float3 normal_flipped = normal * float3(-1., 1., 1.);
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float depth = g_Depth.SampleLevel(g_SamplerPointClamp, normal_flipped, 0.);
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69
betterRenderer/shaders/manul/clouds.hlsli
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69
betterRenderer/shaders/manul/clouds.hlsli
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@@ -0,0 +1,69 @@
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#ifndef CLOUDS_HLSLI
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#define CLOUDS_HLSLI
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#include "sky.hlsli"
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Texture2D<float4> g_Clouds : register(t15);
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Texture2D<float> g_HighClouds : register(t16);
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SamplerState g_CloudsSampler : register(s15);
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float3 desaturate(float3 col, float amount) {
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return lerp(col, dot(col, float3(.2126, .7152, .0722)), amount);
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}
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// https://iquilezles.org/articles/smin/
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// sigmoid
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float smin( float a, float b, float k )
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{
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k *= log(2.0);
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float x = b-a;
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return a + x/(1.0-exp2(x/k));
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}
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float ComputeTopDown(float value) {
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value = -0.9501426 * value * value + 2.09511187 * value + -0.16186117;
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return -smin(-value, 0., .045);
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}
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void CalcClouds(inout float3 color, in float3 viewDir, in float3 sunDir) {
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float3 emissive_top = 1.e-7;
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float3 emissive_sun = linear_srgb_from_spectral_samples(sun_spectral_irradiance) * exp(-4.);
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float3 emissive_view = 1.e-7;
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CalcAtmosphere(emissive_top, float3(0., 1., 0.), sunDir);
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CalcAtmosphere(emissive_sun, sunDir, sunDir);
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CalcAtmosphere(emissive_view, viewDir, sunDir);
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float3 cloud_dir = viewDir;
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cloud_dir.y = 4. * abs(cloud_dir.y);
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cloud_dir = normalize(cloud_dir);
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float4 cloud_mask = g_Clouds.SampleLevel(g_CloudsSampler, cloud_dir.xz * .5 + .5, 0.);
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float high_cloud_mask = g_HighClouds.SampleLevel(g_CloudsSampler, cloud_dir.xz * .5 + .5, 0.) * .5;
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float selector = atan2(sunDir.z, sunDir.x) / TWO_PI;
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selector -= floor(selector);
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selector *= 3.;
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int idx = floor(selector);
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float cloud_lit = lerp(cloud_mask[idx], cloud_mask[(idx + 1) % 3], frac(selector));
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float topdown = ComputeTopDown(saturate(viewDir.y));
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float3 ndotl = saturate(dot(viewDir, sunDir) * .5 + .5);
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float shine = pow(ndotl, 17.);
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float3 shadow_color = desaturate(lerp(emissive_view, emissive_top, .5), .5);// * lerp(1., .1, shine);
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float3 lit_color = lerp(emissive_view, emissive_sun, .5) * lerp(1., 4., shine);
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cloud_lit = pow(cloud_lit, lerp(lerp(1.6, 1.2, topdown), 3., shine));
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float3 cloud_color = lerp( shadow_color, lit_color, cloud_lit);
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cloud_color = lerp(cloud_color, emissive_view, smoothstep(.05, 0., topdown));
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float3 high_cloud_color = lit_color;
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high_cloud_color = lerp(high_cloud_color, emissive_view, smoothstep(.05, 0., topdown));
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color = lerp(color, high_cloud_color, high_cloud_mask * smoothstep(-.025, .025, viewDir.y));
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color = lerp(color, cloud_color, cloud_mask.a * smoothstep(-.025, .025, viewDir.y));
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}
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#endif
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@@ -5,6 +5,8 @@
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#include "material_common.hlsli"
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#include "sky_common.hlsli" // ray_sphere_intersection
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#include "view_data.hlsli"
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#include "lighting_functions.hlsli"
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@@ -16,6 +18,7 @@ TextureCube<float3> g_DiffuseEnvmap : register(t8);
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TextureCube<float3> g_SpecularEnvmap : register(t9);
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Texture2D<float2> g_BrdfLUT : register(t10);
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Texture2D<float4> g_CloudShadowMap : register(t15);
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Texture2D<uint2> g_LightGrid : register(t16);
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StructuredBuffer<uint> g_LightIndexBuffer : register(t17);
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StructuredBuffer<PackedLight> g_LightBuffer : register(t18);
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@@ -83,6 +86,15 @@ void ApplyMaterialLighting(out float4 lit, in MaterialData material)
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#ifdef GBUFFER_CONTACT_SHADOWS_HLSLI
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shadow = min(shadow, GetContactShadows(pixel_position));
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#endif
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float t = ray_sphere_intersection(view, g_LightDir.xyz, 10000.);
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if(t >= 0.) {
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float3 cloud_dir = normalize(view + g_LightDir.xyz * t);
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cloud_dir.y = 4. * abs(cloud_dir.y);
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cloud_dir = normalize(cloud_dir);
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float4 cloud_mask = g_CloudShadowMap.SampleLevel(g_SamplerLinearClamp, cloud_dir.xz * .5 + .5, 0.);
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shadow = min(shadow, 1. - cloud_mask.a * .6);
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}
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// Apply IBL cubemap
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ApplyIBL(lit.rgb, surface_data);
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@@ -22,7 +22,7 @@ void CalcSun(inout float3 color, in float3 viewDir, in float3 sunDir, in float a
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{
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if (dot(viewDir, sunDir) > 0.99998869014)
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{
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color = linear_srgb_from_spectral_samples(sun_spectral_irradiance);
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color = linear_srgb_from_spectral_samples(sun_spectral_irradiance) * exp(-2.);
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}
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}
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}
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@@ -37,7 +37,7 @@ void CalcMoon(inout float3 color, in float3 viewDir, in float3 moonDir, in float
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float3 normal = CalcSphereNormal(viewDir, moonDir, 0.99998869014);
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if (dot(normal, normal) > 0.)
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{
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color = .07 * max(dot(normal, sunDir), 0.) * linear_srgb_from_spectral_samples(sun_spectral_irradiance);
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color = .07 * max(dot(normal, sunDir), 0.) * linear_srgb_from_spectral_samples(sun_spectral_irradiance) * exp(-2.);
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}
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}
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}
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@@ -14,6 +14,7 @@ cbuffer DispatchConstants : register(b0)
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RWTexture2DArray<float4> g_AerialLut : register(u0);
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RWTexture2D<float4> g_Sky : register(u1);
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Texture2D<float4> g_Clouds : register(t15);
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Texture2D<float4> g_TransmittanceLut : register(t13);
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SamplerState g_TransmittanceLutSampler : register(s13);
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@@ -77,8 +78,8 @@ SamplerState g_TransmittanceLutSampler : register(s13);
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{
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float t = (i + 1.) / (float)texture_size.z;
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float end_depth = min(t_d, t * t * g_MaxDepth);
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compute_inscattering(g_TransmittanceLut, g_TransmittanceLutSampler, molecular_phase, aerosol_phase, 5, ray_origin, ray_dir, start_depth, end_depth, g_SunDir, L, transmittance);
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compute_inscattering(g_TransmittanceLut, g_TransmittanceLutSampler, molecular_phase_moon, aerosol_phase_moon, 5, ray_origin, ray_dir, start_depth, end_depth, g_MoonDir, M, transmittance_m);
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compute_inscattering_with_cloud_shadow(g_TransmittanceLut, g_Clouds, g_TransmittanceLutSampler, molecular_phase, aerosol_phase, 5, ray_origin, ray_dir, start_depth, end_depth, g_SunDir, L, transmittance);
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compute_inscattering_with_cloud_shadow(g_TransmittanceLut, g_Clouds, g_TransmittanceLutSampler, molecular_phase_moon, aerosol_phase_moon, 5, ray_origin, ray_dir, start_depth, end_depth, g_MoonDir, M, transmittance_m);
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g_AerialLut[uint3(pix_coord, i)] = float4(linear_srgb_from_spectral_samples(L + .07 * moon_phase * M) * exp2(EXPOSURE), dot(transmittance, .25));
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start_depth = end_depth;
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}
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@@ -66,6 +66,64 @@ void compute_inscattering(Texture2D transmittance_lut, SamplerState lut_sampler,
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}
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}
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void compute_inscattering_with_cloud_shadow(Texture2D transmittance_lut, Texture2D clouds, SamplerState lut_sampler, in float molecular_phase, in float aerosol_phase, int steps, float3 ray_origin, float3 ray_dir, float t_min, float t_max, float3 sun_dir, inout float4 L_inscattering, inout float4 transmittance)
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{
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float dt = (t_max - t_min) / float(steps);
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for (int i = 0; i < steps; ++i) {
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float t = t_min + (float(i) + 0.5) * dt;
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float3 x_t = ray_origin + ray_dir * t;
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float distance_to_earth_center = length(x_t);
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float3 zenith_dir = x_t / distance_to_earth_center;
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float altitude = distance_to_earth_center - EARTH_RADIUS;
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float normalized_altitude = altitude / ATMOSPHERE_THICKNESS;
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float sample_cos_theta = dot(zenith_dir, sun_dir);
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float shadow = 1.;
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float c_t = ray_sphere_intersection(ray_dir * t, sun_dir, 10000.);
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if(c_t >= 0.) {
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float3 cloud_dir = normalize(ray_dir * t + sun_dir * c_t);
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cloud_dir.y = 4. * cloud_dir.y;
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cloud_dir = normalize(cloud_dir);
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float4 cloud_mask = clouds.SampleLevel(lut_sampler, cloud_dir.xz * .5 + .5, 0.);
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shadow = min(shadow, 1. - cloud_mask.a * smoothstep(-.01, .01, cloud_dir.y));
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}
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float4 aerosol_absorption, aerosol_scattering;
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float4 molecular_absorption, molecular_scattering;
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float4 fog_scattering;
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float4 extinction;
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get_atmosphere_collision_coefficients(
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altitude,
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aerosol_absorption, aerosol_scattering,
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molecular_absorption, molecular_scattering,
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fog_scattering,
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extinction);
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float4 transmittance_to_sun = transmittance_from_lut(
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transmittance_lut, lut_sampler, sample_cos_theta, normalized_altitude) * shadow;
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float4 ms = get_multiple_scattering(
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transmittance_lut, lut_sampler, sample_cos_theta, normalized_altitude,
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distance_to_earth_center);
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float4 S = sun_spectral_irradiance *
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(molecular_scattering * (molecular_phase * transmittance_to_sun + ms) +
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(aerosol_scattering + fog_scattering) * (aerosol_phase * transmittance_to_sun + ms));
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float4 step_transmittance = exp(-dt * extinction);
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// Energy-conserving analytical integration
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// "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite"
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// by Sébastien Hillaire
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float4 S_int = (S - S * step_transmittance) / max(extinction, 1e-7);
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L_inscattering += transmittance * S_int;
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transmittance *= step_transmittance;
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}
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}
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float4 get_inscattering(Texture2D transmittance_lut, SamplerState lut_sampler, int steps, float altitude, float3 ray_dir, float t_min, float t_max, float3 sun_dir) {
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float cos_theta = dot(-ray_dir, sun_dir);
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float molecular_phase = molecular_phase_function(cos_theta);
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@@ -24,6 +24,7 @@ sampler g_SkyboxSampler : register(s0);
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TextureCube g_Skybox : register(t0);
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#include "manul/sky.hlsli"
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#include "manul/clouds.hlsli"
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PixelOutput main(VertexOutput ps_in) {
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PixelOutput result;
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@@ -38,6 +39,7 @@ PixelOutput main(VertexOutput ps_in) {
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CalcSun(result.m_Emission, viewDir, g_SunDirection, g_Altitude);
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CalcMoon(result.m_Emission, viewDir, g_MoonDirection, g_SunDirection, g_Altitude);
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CalcAtmosphere(result.m_Emission, viewDir, g_SunDirection);
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CalcClouds(result.m_Emission, viewDir, g_SunDirection);
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//result.m_Emission = g_Skybox.Sample(g_SkyboxSampler, normalize(mul(g_InverseViewProjection, positionNdc).xyz)).rgb;
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//result.m_Emission = 0.; //Sky(normalize(mul(g_InverseViewProjection, positionNdc).xyz), g_SunDirection, g_Altitude);
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float4 positionReproject = mul(g_HistoryReproject, positionNdc);
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