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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-06 20:58:35 +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:
2026-10-16 21:44:47 +02:00
parent d509775269
commit 2be85410ce
47 changed files with 5092 additions and 74 deletions

View File

@@ -3,9 +3,13 @@
// close they are and by how close their distance is to that of the pixel, so the occlusion does not spill over the
// edges of objects. each pixel of the occlusion stands for the top left one of the four full size pixels it covers
// params.x: 0 ground truth ambient occlusion, 1 the older ssao (its own fixed curve)
// params.y: strength, a power of the occlusion (1 = as computed); params.z: albedo assumed by the multiple bounce term
// params.y: strength, a power of the occlusion (1 = as computed); params.z: albedo assumed by the multiple bounce term.
// the fog in front of a surface hides its occlusion as it hides the surface (fog_volume.glsl)
in vec2 f_coords;
#include <common>
#include <fog_volume.glsl>
layout(location = 0) out vec4 out_color;
layout(binding = 0) uniform sampler2D depth_tex;
@@ -14,12 +18,17 @@ layout(binding = 1) uniform sampler2D ao_tex;
layout(location = 0) uniform mat4 inv_projection;
layout(location = 1) uniform vec4 params;
float view_distance(ivec2 pixel, float depth)
vec3 view_position(ivec2 pixel, float depth)
{
ivec2 full_size = textureSize(depth_tex, 0);
vec2 uv = (vec2(pixel) + 0.5) / vec2(full_size);
vec4 position = inv_projection * vec4(uv * 2.0 - 1.0, depth, 1.0);
return length(position.xyz / position.w);
return position.xyz / position.w;
}
float view_distance(ivec2 pixel, float depth)
{
return length(view_position(pixel, depth));
}
// light which comes back after more than one bounce off surfaces of the given albedo, fit of Jimenez et al. 2016
@@ -76,5 +85,7 @@ void main()
ao = pow(ao, params.y);
ao = multi_bounce(ao, params.z);
}
// what the fog lets through of the surface is what is left to occlude
ao = mix(1.0, ao, fog_along_view(view_position(pixel, depth), gl_FragCoord.xy).a);
out_color = vec4(vec3(ao), 1.0);
}