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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-18 16:09:19 +02:00
Let the base and the top of every cloud stand a little off those of its layer
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@@ -14,6 +14,12 @@ const float CLOUD_FILL_EDGE = 0.45;
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const float CLOUD_FILL_CORE = 0.85;
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// how fast the density rises inside the edge of a cloud: above 1 the edges are crisper, the inside keeps its density
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const float CLOUD_EDGE_SHARPNESS = 3.0;
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// how far the base and the top of the single clouds stand off those of their layer, up or down, as shares of the depth of the layer
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// and at most in metres: the clouds of a layer don't all end at one height, some reach a little out of it
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const float CLOUD_BASE_SHIFT = 0.07;
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const float CLOUD_BASE_SHIFT_MAX = 100.0;
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const float CLOUD_TOP_SHIFT = 0.15;
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const float CLOUD_TOP_SHIFT_MAX = 400.0;
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// the detail noise: its tile against the tile of the shape noise and how deep it eats into the edges (times the erosion of the
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// genus and the tuning of the debug window, cloud_wind.w); the finer octave of the thin edges: its tile against the detail tile,
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// how far the coarser octave pushes its lookup about (in its tiles), and the density below which it is used
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@@ -110,26 +116,54 @@ vec2 cloud_noise_plane(cloud_layer_s layer, vec2 offset)
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return across + wind * (along / max(layer.motion.w, 1.0));
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}
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// share of the layer filled at a place, x: the soft mask of the coverage, y: how far into a cloud area (0 at its edge)
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vec2 cloud_coverage(cloud_layer_s layer, vec2 offset)
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// how far the base (x) and the top (y) of the clouds of a layer may stand off those of the layer, metres
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vec2 cloud_layer_shift(cloud_layer_s layer)
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{
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float thickness = layer.heights.y - layer.heights.x;
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return vec2(min(thickness * CLOUD_BASE_SHIFT, CLOUD_BASE_SHIFT_MAX), min(thickness * CLOUD_TOP_SHIFT, CLOUD_TOP_SHIFT_MAX));
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}
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// the lowest base (x) and the highest top (y) the clouds of a layer may reach
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vec2 cloud_layer_bounds(cloud_layer_s layer)
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{
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vec2 shift = cloud_layer_shift(layer);
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return vec2(layer.heights.x - shift.x, layer.heights.y + shift.y);
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}
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// share of the layer filled at a place, x: the soft mask of the coverage, y: how far into a cloud area (0 at its edge). Shift: how
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// far the base (x) and the top (y) of the cloud there stand off those of the layer, from the second and the third noise of the
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// coverage texture, so the clouds which reach lower don't all reach higher too
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vec2 cloud_coverage(cloud_layer_s layer, vec2 offset, out vec2 shift)
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{
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vec2 coords = (layer.extra.zw + cloud_noise_plane(layer, offset)) * layer.motion.z;
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float noise = textureLod(cloud_coverage_noise, coords + layer.extra.y, 0.0).r;
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vec3 noise = textureLod(cloud_coverage_noise, coords + layer.extra.y, 0.0).rgb;
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shift = (noise.yz * 2.0 - 1.0) * cloud_layer_shift(layer);
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float coverage = layer.shape.x;
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float threshold = 1.0 - coverage;
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float mask = smoothstep(threshold - 0.06, threshold + 0.06, noise);
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float depth = clamp((noise - threshold) / max(coverage, 0.05), 0.0, 1.0);
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float mask = smoothstep(threshold - 0.06, threshold + 0.06, noise.x);
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float depth = clamp((noise.x - threshold) / max(coverage, 0.05), 0.0, 1.0);
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return vec2(mask, depth);
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}
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vec2 cloud_coverage(cloud_layer_s layer, vec2 offset)
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{
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vec2 shift;
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return cloud_coverage(layer, offset, shift);
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}
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// extinction (1/m) of a volumetric layer at a point; Detail eats the edges with the small noise
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float cloud_layer_density(int index, vec3 position, float height, bool detail)
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{
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cloud_layer_s layer = cloud_layers[index];
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float h = (height - layer.heights.x) * layer.heights.z;
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vec2 bounds = cloud_layer_bounds(layer);
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if (height <= bounds.x || height >= bounds.y)
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return 0.0;
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vec2 shift;
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vec2 coverage = cloud_coverage(layer, position.xz, shift);
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float bottom = layer.heights.x + shift.x;
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float h = (height - bottom) / max(layer.heights.y + shift.y - bottom, 1.0);
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if (h <= 0.0 || h >= 1.0)
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return 0.0;
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vec2 coverage = cloud_coverage(layer, position.xz);
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// the anvil spreads the top of the storm clouds out of their area
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if (layer.profile.w > 0.0)
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{
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@@ -229,8 +263,9 @@ float cloud_transmittance_to_sun(vec3 position, int steps)
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depth += cloud_flat_depth(i, position + sun * ((middle - height) / sun.y)) / sun.y;
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continue;
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}
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float enter = max(layer.heights.x - height, 0.0) / sun.y;
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float leave = (layer.heights.y - height) / sun.y;
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vec2 bounds = cloud_layer_bounds(layer);
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float enter = max(bounds.x - height, 0.0) / sun.y;
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float leave = (bounds.y - height) / sun.y;
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if (leave <= 0.0)
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continue;
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float step = (leave - enter) / float(steps);
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@@ -177,7 +177,8 @@ void main()
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{
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if (cloud_layers[i].extra.x > 0.5)
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continue;
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vec2 segment = cloud_layer_segment(direction.y, cloud_layers[i].heights.x, cloud_layers[i].heights.y);
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vec2 bounds = cloud_layer_bounds(cloud_layers[i]);
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vec2 segment = cloud_layer_segment(direction.y, bounds.x, bounds.y);
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segment.y = min(segment.y, maxdistance);
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if (segment.y <= segment.x)
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continue;
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@@ -223,9 +224,10 @@ void main()
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// the light of the sky reaches inside through the cloud above, that of the ground through the cloud below: the base of a
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// thick cloud is darker than its top, and greyer, lit only by the ground and the sky at its sides
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float column = layer.shape.y * layer.shape.x;
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float reach = min(layer.heights.y - height, CLOUD_SKY_REACH);
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float sky = exp(-CLOUD_SKY_FADE * cloud_sky_depth(index, position, height, reach, skysteps) - CLOUD_AMBIENT_FADE * column * (layer.heights.y - height - reach));
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float below = column * (height - layer.heights.x);
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float top = cloud_layer_bounds(layer).y;
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float reach = clamp(top - height, 0.0, CLOUD_SKY_REACH);
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float sky = exp(-CLOUD_SKY_FADE * cloud_sky_depth(index, position, height, reach, skysteps) - CLOUD_AMBIENT_FADE * column * max(top - height - reach, 0.0));
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float below = column * max(height - layer.heights.x, 0.0);
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vec3 light = sunlight * sunshare + (ambienttop * mix(CLOUD_SKY_FLOOR, 1.0, sky) + ambientbottom * exp(-CLOUD_AMBIENT_FADE * below));
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float through = exp(-density * step);
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vec3 inscattered = light * (1.0 - through);
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@@ -1,7 +1,7 @@
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// the tiling noises the clouds and the fog are made of, made once at the start (opengl46_weather::init).
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// kind 0, the shape (3d): r perlin-worley (perlin fbm with the worley cells carved in), g b a worley fbm of rising frequency;
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// kind 1, the detail (3d): r g b worley fbm of rising frequency;
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// kind 2, the coverage (2d): r g two perlin fbm, spread evenly over 0-1 so a threshold of 1 - c leaves a share c above it
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// kind 2, the coverage (2d): r g b three perlin fbm, spread evenly over 0-1 so a threshold of 1 - c leaves a share c above it
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#include <common>
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#include <random.glsl>
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@@ -111,7 +111,8 @@ void main()
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vec3 position = vec3((vec2(texel.xy) + 0.5) / float(size), 0.0);
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float first = perlin_fbm(position, 4, COVERAGE_OCTAVES, 11U);
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float second = perlin_fbm(position + vec3(0.0, 0.0, 0.5), 8, 5, 23U);
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imageStore(noise_plane, texel.xy, vec4(even(first, 0.22), even(second, 0.22), 0.0, 1.0));
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float third = perlin_fbm(position + vec3(0.0, 0.0, 0.25), 8, 5, 29U);
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imageStore(noise_plane, texel.xy, vec4(even(first, 0.22), even(second, 0.22), even(third, 0.22), 1.0));
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return;
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}
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if (texel.z >= size)
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