diff --git a/shaders/fog_volume.glsl b/shaders/fog_volume.glsl index 442fd525..ba2fb578 100644 --- a/shaders/fog_volume.glsl +++ b/shaders/fog_volume.glsl @@ -54,6 +54,9 @@ vec4 fog_along_view(vec3 view, vec2 fragcoord) return vec4(volume.rgb + volume.a * rest.rgb, volume.a * rest.a); } +// how fast the fog of the volume over the sky gives way to the fog without the clouds, per share of the light the clouds in it hold back +const float FOG_SKY_CLOUD_CUT = 4.0; + // fog in front of the sky in a view space direction: through the fog volume to its far end, then along the ray without the // haze the atmosphere draws already. the far fog of the volume and the fog over the sky behind it are the same then vec4 fog_sky(vec3 viewdirection, vec2 fragcoord) @@ -64,7 +67,18 @@ vec4 fog_sky(vec3 viewdirection, vec2 fragcoord) return fog_analytic(direction, 0.0, 200000.0, true); float slices = fog_volume_params.w; vec4 volume = fog_volume_at(fragcoord * fog_volume_target.xy, (slices - 0.5) / slices); - vec4 rest = fog_analytic(direction, fog_volume_target.z / -view.z, 200000.0, true); + float far = fog_volume_target.z / -view.z; + // the volume holds the low clouds within its reach (fog_inject.comp), for what stands in them; over the sky they are drawn by the + // ray march (clouds_march.comp) already. laid on a second time at the size of the cells they would show blurred and grey, with a + // light rim, and cut into bands where the slices cross them. where the volume lets through less than the fog without the clouds, + // that fog is taken instead + if (weather_camera.z > 0.5) + { + vec4 clear = fog_analytic(direction, 0.0, far, false); + float clouds = clamp((1.0 - volume.a / max(clear.a, 1e-4)) * FOG_SKY_CLOUD_CUT, 0.0, 1.0); + volume = mix(volume, clear, clouds); + } + vec4 rest = fog_analytic(direction, far, 200000.0, true); return vec4(volume.rgb + volume.a * rest.rgb, volume.a * rest.a); }