// the fog volume of the main view, second pass: the light and extinction of the cells (fog_inject.comp) added up along the rays // of the view, front to back, into what the fog adds and lets through from the camera to the far side of every slice // (apply_fog.glsl). the light of a cell is integrated over its length as Hillaire (2015) does it, so it doesn't grow with // the size of the cell. the light of the cells is taken with the light of their neighbours across the view, a 3x3 tent filter // (four fetches of the linear filter): every cell is sampled at a point of its own in a frame, and what is left of that after // the blending over frames differs from cell to cell, which the filter evens out. the history keeps the cells unfiltered. // past the last slice one more: the fog all the way through the volume without the low clouds it holds, for the sky #include #include layout(local_size_x = WEATHER_GROUP_SIZE, local_size_y = WEATHER_GROUP_SIZE, local_size_z = 1) in; layout(binding = CLOUD_HISTORY_TEX) uniform sampler3D fog_scattering; layout(binding = CLOUD_SHAPE_TEX) uniform sampler3D cloud_shape_noise; layout(rgba16f, binding = 0) uniform writeonly image3D fog_integrated; layout(location = 0) uniform ivec3 grid; layout(location = 1) uniform mat4 inverse_projection; layout(location = 2) uniform mat4 view_to_world; // x: near, y: far, z: slices / log((far + FOG_VOLUME_BIAS) / (near + FOG_VOLUME_BIAS)) layout(location = 3) uniform vec4 slicing; // extinction (1/m) of the haze and the ground fog at a point, made as fog_inject.comp makes them float fog_clear_extinction(vec3 world) { float height = weather_camera.x + world.y; float haze = fog_haze.x * exp(-fog_haze.y * max(height, 0.0)); float ground = fog_ground.x * exp(-fog_ground.y * max(height - fog_ground.z, 0.0)); if (ground > 0.0 && fog_ground.w > 0.0) { float patches = textureLod(cloud_shape_noise, (world + fog_noise.xyz) * fog_noise.w, 0.0).g; ground *= mix(1.0, clamp((patches - 0.3) * 2.6, 0.0, 2.2), fog_ground.w); } return haze + ground; } void main() { ivec2 column = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThanEqual(column, grid.xy))) return; vec2 coords = (vec2(column) + 0.5) / vec2(grid.xy); vec4 near = inverse_projection * vec4(coords * 2.0 - 1.0, 1.0, 1.0); vec3 ray = near.xyz / near.w; // metres along the ray per metre of the depth float stretch = length(ray / -ray.z); vec3 light = vec3(0.0); float transmittance = 1.0; // the same without the clouds: over the sky the ray march draws them (clouds_march.comp), and the volume laid over it would draw // those within its reach a second time, blurred to the size of the cells and cut into bands by the slices vec3 clearlight = vec3(0.0); float cleartransmittance = 1.0; float front = slicing.x; for (int slice = 0; slice < grid.z; slice++) { float back = (slicing.x + FOG_VOLUME_BIAS) * exp(float(slice + 1) / slicing.z) - FOG_VOLUME_BIAS; float span = (back - front) * stretch; front = back; vec4 cell = texelFetch(fog_scattering, ivec3(column, slice), 0); float depthcoord = (float(slice) + 0.5) / float(grid.z); vec2 texel = 1.0 / vec2(grid.xy); vec4 filtered = 0.25 * (textureLod(fog_scattering, vec3(coords + vec2(-0.5, -0.5) * texel, depthcoord), 0.0) + textureLod(fog_scattering, vec3(coords + vec2(0.5, -0.5) * texel, depthcoord), 0.0) + textureLod(fog_scattering, vec3(coords + vec2(-0.5, 0.5) * texel, depthcoord), 0.0) + textureLod(fog_scattering, vec3(coords + vec2(0.5, 0.5) * texel, depthcoord), 0.0)); cell.rgb = filtered.rgb; float extinction = max(cell.a, 1e-7); float through = exp(-extinction * span); light += transmittance * cell.rgb * ((1.0 - through) / extinction); transmittance *= through; imageStore(fog_integrated, ivec3(column, slice), vec4(light, transmittance)); // the haze and the ground fog of the cell, at its middle, and their light as that of the cell per extinction, the lamps and the // shadows with it; what is left of the extinction is the clouds. the light per extinction from the filtered cells, light and // extinction alike: the filtered light over the extinction of the cell alone would bring in the light of a cloud next to it float middle = (slicing.x + FOG_VOLUME_BIAS) * exp((float(slice) + 0.5) / slicing.z) - FOG_VOLUME_BIAS; float clear = min(fog_clear_extinction(mat3(view_to_world) * (ray / -ray.z * middle)), extinction); float clearthrough = exp(-clear * span); clearlight += cleartransmittance * (filtered.rgb / max(filtered.a, 1e-7)) * (1.0 - clearthrough); cleartransmittance *= clearthrough; } imageStore(fog_integrated, ivec3(column, grid.z), vec4(clearlight, cleartransmittance)); }