mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
support cabview rain effect
This commit is contained in:
212
shaders/mat_rain_windscreen.frag
Normal file
212
shaders/mat_rain_windscreen.frag
Normal file
@@ -0,0 +1,212 @@
|
||||
// Windshield rain effects
|
||||
// by @lcddisplay; wiper movement @MichauSto
|
||||
|
||||
in vec3 f_normal;
|
||||
in vec2 f_coord;
|
||||
in vec4 f_pos;
|
||||
#include <common>
|
||||
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
#if MOTIONBLUR_ENABLED
|
||||
layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
#texture(diffuse, 0, sRGB_A)
|
||||
#texture(raindropsatlas, 1, sRGB_A)
|
||||
#texture(wipermask, 2, sRGB_A)
|
||||
#param (color, 0, 0, 4, diffuse)
|
||||
#param (diffuse, 1, 0, 1, diffuse)
|
||||
#param (specular, 1, 1, 1, specular)
|
||||
#param (reflection, 1, 2, 1, zero)
|
||||
#param (glossiness, 1, 3, 1, glossiness)
|
||||
#param (raindrop_grid_size, 2, 0, 1, one)
|
||||
|
||||
#include <light_common.glsl>
|
||||
#include <apply_fog.glsl>
|
||||
#include <tonemapping.glsl>
|
||||
|
||||
uniform sampler2D diffuse;
|
||||
uniform sampler2D raindropsatlas;
|
||||
uniform sampler2D wipermask;
|
||||
|
||||
uniform float specular_intensity = 1.0;
|
||||
uniform float wobble_strength = 0.002;
|
||||
uniform float wobble_speed = 30.0;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
vec4 getDropTex(float choice, vec2 uv) {
|
||||
vec2 offset;
|
||||
if (choice < 0.25) offset = vec2(0.0, 0.0);
|
||||
else if (choice < 0.5) offset = vec2(0.5, 0.0);
|
||||
else if (choice < 0.75) offset = vec2(0.0, 0.5);
|
||||
else offset = vec2(0.5, 0.5);
|
||||
return texture(raindropsatlas, offset + uv * 0.5);
|
||||
}
|
||||
|
||||
float GetMixFactor(in vec2 co, out float side);
|
||||
|
||||
void main() {
|
||||
vec4 tex_color = texture(diffuse, f_coord);
|
||||
if (tex_color.a < 0.01) discard;
|
||||
|
||||
vec2 rainCoord = f_coord;
|
||||
|
||||
const float numDrops = 20000.0;
|
||||
const float cycleDuration = 4.0;
|
||||
const float squareMin = 0.0035;
|
||||
const float squareMax = 0.008;
|
||||
|
||||
float gridSize = ceil(param[2].x);
|
||||
vec2 cell = floor(rainCoord * gridSize);
|
||||
|
||||
vec3 dropLayer = vec3(0.0);
|
||||
float dropMaskSum = 0.0;
|
||||
|
||||
// Grid of 9 droplets in immediate neighbourhood
|
||||
for (int oy = -1; oy <= 1; oy++) {
|
||||
for (int ox = -1; ox <= 1; ox++) {
|
||||
|
||||
vec2 neighborCell = cell + vec2(ox, oy);
|
||||
vec2 neighborCenter = (neighborCell + .5) / gridSize;
|
||||
|
||||
float side;
|
||||
float mixFactor = GetMixFactor(neighborCenter, side);
|
||||
|
||||
if(mixFactor < hash(neighborCell + vec2(mix(0., .2137, side), 0.))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float i = neighborCell.x + neighborCell.y * gridSize;
|
||||
|
||||
// Show a percentage of droplets given by rain intensity param
|
||||
float activationSeed = hash(vec2(i, 0.333 + side));
|
||||
if (activationSeed > rain_params.x)
|
||||
continue; // kropla nieaktywna
|
||||
|
||||
// Randomly modulate droplet center & size
|
||||
vec2 dropCenter = (neighborCell + vec2(hash(vec2(i, 0.12 + side)), hash(vec2(i, 0.34 + side)))) / gridSize;
|
||||
float squareSize = mix(squareMin, squareMax, hash(vec2(i, 0.56 + side)));
|
||||
|
||||
float lifeTime = time + hash(vec2(i, 0.78 + side)) * cycleDuration;
|
||||
float phase = fract(lifeTime / cycleDuration);
|
||||
float active = clamp(1.0 - phase, 0.0, 1.0);
|
||||
|
||||
// Gravity influence (TODO add vehicle speed & wind here!)
|
||||
float gravityStart = 0.5;
|
||||
float gravityPhase = smoothstep(gravityStart, 1.0, phase);
|
||||
float dropMass = mix(0.3, 1.2, hash(vec2(i, 0.21 + side)));
|
||||
float gravitySpeed = 0.15 * dropMass;
|
||||
vec2 gravityOffset = vec2(0.0, gravityPhase * gravitySpeed * phase);
|
||||
|
||||
// Random wobble
|
||||
bool hasWobble = (hash(vec2(i, 0.91 + side)) < 0.10);
|
||||
vec2 wobbleOffset = vec2(0.0);
|
||||
if (hasWobble && gravityPhase > 0.0) {
|
||||
float intensity = sin(time * wobble_speed + i) * wobble_strength * gravityPhase;
|
||||
wobbleOffset = vec2(intensity, 0.0);
|
||||
}
|
||||
|
||||
vec2 slideOffset = gravityOffset + wobbleOffset;
|
||||
|
||||
// Flatten droplets influenced by gravity
|
||||
float flattenAmount = smoothstep(0.1, 0.5, gravityPhase);
|
||||
float flattenX = mix(1.0, 0.4, flattenAmount);
|
||||
float stretchY = mix(1.0, 1.6, flattenAmount);
|
||||
|
||||
// Droplet local position & mask
|
||||
vec2 diff = (rainCoord + slideOffset) - dropCenter;
|
||||
diff.x *= 1.0 / flattenX;
|
||||
diff.y *= 1.0 / stretchY;
|
||||
float mask = smoothstep(squareSize * 0.5, squareSize * 0.45, max(abs(diff.x), abs(diff.y)));
|
||||
|
||||
if (mask > 0.001) {
|
||||
vec2 localUV = (diff + squareSize * 0.5) / squareSize;
|
||||
float choice = hash(vec2(i, 0.99 + side));
|
||||
vec4 dropTex = getDropTex(choice, localUV);
|
||||
float sharpAlpha = smoothstep(0.3, 0.9, dropTex.a);
|
||||
|
||||
float ambLum = clamp(dot(ambient, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
|
||||
float sunFactor = pow(clamp(ambLum * 6.0, 0.0, 1.0), 0.5);
|
||||
float dynBright = mix(0.0, 1.0, sunFactor);
|
||||
|
||||
float colorLuma = length(dropTex.rgb);
|
||||
float alphaRange = smoothstep(0.1, 0.3, colorLuma);
|
||||
float blackAlpha = mix(0.25, 0.85, alphaRange);
|
||||
|
||||
float sparkle = 0.0;
|
||||
if (hasWobble) {
|
||||
sparkle = pow(abs(sin(f_coord.x * 8.0 + time * 2.0 + hash(vec2(i, 0.9 + side)) * 6.2831)), 40.0)
|
||||
* mix(0.2, 1.0, sunFactor);
|
||||
}
|
||||
|
||||
vec3 specularColor = vec3(1.0) * specular_intensity * sparkle;
|
||||
vec3 dropLit = dropTex.rgb * dynBright + specularColor * sharpAlpha;
|
||||
|
||||
dropLayer += dropLit * sharpAlpha * active * blackAlpha * mask;
|
||||
dropMaskSum += sharpAlpha * active * blackAlpha * mask;
|
||||
}
|
||||
}
|
||||
}
|
||||
vec3 finalMix = dropLayer;
|
||||
float alphaOut = clamp(dropMaskSum, 0.0, 1.0);
|
||||
out_color = vec4(finalMix, alphaOut);
|
||||
|
||||
{ // Overlay windshield texture with alpha
|
||||
vec3 fragcolor = ambient;
|
||||
vec3 fragnormal = normalize(f_normal);
|
||||
float reflectivity = param[1].z;
|
||||
float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
|
||||
glossiness = abs(param[1].w);
|
||||
|
||||
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
|
||||
vec4 color = vec4(fragcolor, tex_color.a * alpha_mult);
|
||||
|
||||
out_color.xyz = apply_fog(mix(out_color.xyz, color.xyz, color.a));
|
||||
out_color.a = mix(out_color.a, 1., color.a);
|
||||
}
|
||||
|
||||
#if MOTIONBLUR_ENABLED
|
||||
out_motion = vec4(0.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
float GetMixFactor(in vec2 co, out float side) {
|
||||
vec4 movePhase = wiper_pos;
|
||||
bvec4 is_out = lessThanEqual(movePhase, vec4(1.));
|
||||
movePhase = mix(vec4(2.) - movePhase, movePhase, is_out);
|
||||
|
||||
vec4 mask = texture(wipermask, co);
|
||||
|
||||
vec4 areaMask = step(.001, mask);
|
||||
|
||||
vec4 maskVal = mix(1. - mask, mask, is_out);
|
||||
vec4 wipeWidth = smoothstep(1., .9, movePhase) * .25;
|
||||
vec4 cleaned = smoothstep(movePhase - wipeWidth, movePhase, maskVal) * areaMask;
|
||||
vec4 side_v = step(maskVal, movePhase);
|
||||
cleaned *= side_v;
|
||||
side_v = mix(side_v, vec4(1.) - side_v, is_out);
|
||||
|
||||
// "regeneration", raindrops gradually returning after wiper pass:
|
||||
vec4 regenPhase = clamp((vec4(time) - mix(wiper_timer_out, wiper_timer_return, side_v) - vec4(.2)) / vec4(rain_params.y), vec4(0.), vec4(1.));
|
||||
|
||||
side_v = mix(vec4(0.), vec4(1.) - side_v, areaMask);
|
||||
|
||||
vec4 factor_v = mix(vec4(1.), regenPhase * (vec4(1.) - cleaned), areaMask);
|
||||
|
||||
side = 0.;
|
||||
float out_factor = 1.;
|
||||
|
||||
// Find out the wiper blade that influences given grid cell the most
|
||||
for(int i = 0; i < 4; ++i)
|
||||
{
|
||||
bool is_candidate = factor_v[i] < out_factor;
|
||||
out_factor = mix(out_factor, factor_v[i], is_candidate);
|
||||
side = mix(side, side_v[i], is_candidate);
|
||||
}
|
||||
|
||||
return out_factor;
|
||||
}
|
||||
Reference in New Issue
Block a user