mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-29 05:47:28 +01:00
Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer
This commit is contained in:
27
shaders/clouds_shadow.comp
Normal file
27
shaders/clouds_shadow.comp
Normal file
@@ -0,0 +1,27 @@
|
||||
// the shadow the clouds cast on the ground: for points of the ground reference around the camera, what the clouds let through
|
||||
// towards the key light. the shading (light_common.glsl) and the fog (fog_inject.comp) look it up along the ray of the sun,
|
||||
// see cloud_shadow() in weather_common.glsl
|
||||
|
||||
#include <common>
|
||||
#include <clouds_common.glsl>
|
||||
|
||||
layout(local_size_x = WEATHER_GROUP_SIZE, local_size_y = WEATHER_GROUP_SIZE, local_size_z = 1) in;
|
||||
|
||||
layout(r16f, binding = 0) uniform writeonly image2D shadow;
|
||||
|
||||
layout(location = 1) uniform int size;
|
||||
// world x and z of the centre of the map relative to the camera, size of the map (metres)
|
||||
layout(location = 2) uniform vec3 placement;
|
||||
// samples through a layer
|
||||
layout(location = 3) uniform int steps;
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThanEqual(texel, ivec2(size))))
|
||||
return;
|
||||
vec2 offset = placement.xy + ((vec2(texel) + 0.5) / float(size) - 0.5) * placement.z;
|
||||
// the ground reference, the earth curving away
|
||||
vec3 ground = vec3(offset.x, -weather_camera.x + dot(offset, offset) * (0.5 / CLOUD_EARTH_RADIUS), offset.y);
|
||||
imageStore(shadow, texel, vec4(cloud_transmittance_to_sun(ground, steps)));
|
||||
}
|
||||
Reference in New Issue
Block a user