// clouds of the weather (opengl46_weather): density of the layers of weather_common.glsl, made of three tiling noises. // the shape noise (3d, clouds_noise.comp) gives the lumps of a cloud, the detail noise (3d) eats into their edges, the coverage // noise (2d) spreads the clouds of a layer over the sky so they take up its coverage. positions are world offsets from the // camera, in metres, y up; the earth curves away from the camera, so far clouds sink below the horizon #include layout(binding = CLOUD_SHAPE_TEX) uniform sampler3D cloud_shape_noise; layout(binding = CLOUD_DETAIL_TEX) uniform sampler3D cloud_detail_noise; layout(binding = CLOUD_COVERAGE_TEX) uniform sampler2D cloud_coverage_noise; const float CLOUD_EARTH_RADIUS = 6360000.0; // how much of the shape noise is left standing at the edge and in the core of a cloud area (cloud_layer_density) const float CLOUD_FILL_EDGE = 0.45; const float CLOUD_FILL_CORE = 0.85; // how fast the density rises inside the edge of a cloud: above 1 the edges are crisper, the inside keeps its density const float CLOUD_EDGE_SHARPNESS = 3.0; // the detail noise: its tile against the tile of the shape noise and how deep it eats into the edges (times the erosion of the // genus and the tuning of the debug window, cloud_wind.w); the finer octave of the thin edges: its tile against the detail tile, // how far the coarser octave pushes its lookup about (in its tiles), and the density below which it is used const float CLOUD_DETAIL_SCALE = 6.0; const float CLOUD_EROSION = 2.0; const float CLOUD_FINE_SCALE = 3.7; const float CLOUD_FINE_PUSH = 0.6; const float CLOUD_FINE_BELOW = 0.6; float cloud_remap(float value, float low, float high, float newlow, float newhigh) { return newlow + (value - low) / max(high - low, 1e-5) * (newhigh - newlow); } // height of a point above the ground reference, the earth curving down with the square of the distance float cloud_height(vec3 position) { return weather_camera.x + position.y - dot(position.xz, position.xz) * (0.5 / CLOUD_EARTH_RADIUS); } // distances along a ray (unit Direction from the camera) where it is at Height: the height goes as // camera + up * t - (1 - up^2) / (2 R) * t^2. returns the number of crossings ahead (0-2), sorted into T int cloud_ray_height(float up, float height, out vec2 t) { t = vec2(-1.0); float a = (1.0 - up * up) * (0.5 / CLOUD_EARTH_RADIUS); float b = -up; float c = height - weather_camera.x; // a t^2 + b t + c = 0 if (a < 1e-12) { if (abs(b) < 1e-8) return 0; float root = -c / b; t = vec2(root, -1.0); return root > 0.0 ? 1 : 0; } float discriminant = b * b - 4.0 * a * c; if (discriminant < 0.0) return 0; float q = -0.5 * (b + (b >= 0.0 ? 1.0 : -1.0) * sqrt(discriminant)); float r0 = q / a; float r1 = (abs(q) > 1e-12) ? c / q : r0; vec2 roots = vec2(min(r0, r1), max(r0, r1)); if (roots.y <= 0.0) return 0; if (roots.x <= 0.0) { t = vec2(roots.y, -1.0); return 1; } t = roots; return 2; } // the first stretch of a ray within the heights of a layer, x to y; y <= x when it never gets there vec2 cloud_layer_segment(float up, float base, float top) { vec2 tb, tt; int nb = cloud_ray_height(up, base, tb); int nt = cloud_ray_height(up, top, tt); // the crossings in order; the ray goes in and out of the layer at each float crossings[4]; int count = 0; for (int i = 0; i < nb; i++) crossings[count++] = tb[i]; for (int i = 0; i < nt; i++) crossings[count++] = tt[i]; for (int i = 1; i < count; i++) for (int j = i; j > 0 && crossings[j - 1] > crossings[j]; j--) { float swap = crossings[j]; crossings[j] = crossings[j - 1]; crossings[j - 1] = swap; } bool inside = (weather_camera.x >= base) && (weather_camera.x <= top); float start = 0.0; for (int i = 0; i < count; i++) { if (inside) return vec2(start, crossings[i]); inside = true; start = crossings[i]; } return inside ? vec2(start, 1e9) : vec2(0.0, -1.0); } // the position in the noise of a layer: the camera's place in it and the offset from the camera, stretched along the wind vec2 cloud_noise_plane(cloud_layer_s layer, vec2 offset) { vec2 wind = cloud_wind.xy; float along = dot(offset, wind); vec2 across = offset - wind * along; return across + wind * (along / max(layer.motion.w, 1.0)); } // share of the layer filled at a place, x: the soft mask of the coverage, y: how far into a cloud area (0 at its edge) vec2 cloud_coverage(cloud_layer_s layer, vec2 offset) { vec2 coords = (layer.extra.zw + cloud_noise_plane(layer, offset)) * layer.motion.z; float noise = textureLod(cloud_coverage_noise, coords + layer.extra.y, 0.0).r; float coverage = layer.shape.x; float threshold = 1.0 - coverage; float mask = smoothstep(threshold - 0.06, threshold + 0.06, noise); float depth = clamp((noise - threshold) / max(coverage, 0.05), 0.0, 1.0); return vec2(mask, depth); } // extinction (1/m) of a volumetric layer at a point; Detail eats the edges with the small noise float cloud_layer_density(int index, vec3 position, float height, bool detail) { cloud_layer_s layer = cloud_layers[index]; float h = (height - layer.heights.x) * layer.heights.z; if (h <= 0.0 || h >= 1.0) return 0.0; vec2 coverage = cloud_coverage(layer, position.xz); // the anvil spreads the top of the storm clouds out of their area if (layer.profile.w > 0.0) { float anvil = layer.profile.w * smoothstep(0.7, 0.92, h) * (1.0 - smoothstep(0.97, 1.0, h)); coverage.x = max(coverage.x, anvil * smoothstep(0.0, 0.5, coverage.y + 0.35)); coverage.y = max(coverage.y, anvil * 0.6); } if (coverage.x <= 0.0) return 0.0; // the tops of the single clouds are of different heights, the larger ones (deeper in their area) the taller float top = mix(1.0 - layer.profile.z, 1.0, coverage.y); float gradient = smoothstep(0.0, layer.profile.x, h) * (1.0 - smoothstep(top * layer.profile.y, top, h)); if (gradient <= 0.0) return 0.0; vec2 plane = layer.motion.xy + cloud_noise_plane(layer, position.xz); vec3 coords = vec3(plane.x, height + layer.extra.y * 4096.0, plane.y) * layer.shape.z; vec4 shape = textureLod(cloud_shape_noise, coords, 0.0); // the smaller cells of the worley octaves bite billows into the heaps of the perlin-worley noise; the octaves keep to a narrow // band (clouds_noise.comp: WORLEY_FBM_LOW, WORLEY_FBM_HIGH), spread over 0-1 first float worley = clamp((shape.g * 0.625 + shape.b * 0.25 + shape.a * 0.125 - 0.30) / 0.35, 0.0, 1.0); float base = clamp(cloud_remap(shape.r, (1.0 - worley) * 0.35, 1.0, 0.0, 1.0), 0.0, 1.0); // the sheets (little erosion) keep few holes, the heaps are made of lumps base = mix(1.0, base, clamp(layer.shape.w * 2.5, 0.25, 1.0)); // inside its area a cloud is not a solid block: the lumps of the shape noise are cut out of it, the more the nearer its edge, // so it breaks up into single heaps with rounded tops and gaps between them. the sheets keep their base above the cut, and a // layer closing up (broken to overcast) keeps its lumps whole, so it has no more gaps than its coverage float fill = coverage.x * mix(mix(CLOUD_FILL_EDGE, CLOUD_FILL_CORE, coverage.y), 1.0, smoothstep(0.5, 1.0, layer.shape.x)); float density = clamp(cloud_remap(base * gradient, 1.0 - fill, 1.0, 0.0, 1.0), 0.0, 1.0) * coverage.x; if (detail && density > 0.0 && layer.shape.w > 0.0) { vec3 detailcoords = coords * CLOUD_DETAIL_SCALE; vec4 small = textureLod(cloud_detail_noise, detailcoords, 0.0); // spread over 0-1 as the worley octaves of the shape; left in their narrow band they would only thin the cloud evenly float fbm = clamp((small.r * 0.625 + small.g * 0.25 + small.b * 0.125 - 0.30) / 0.35, 0.0, 1.0); // the thin outer part of a cloud gets a finer octave too, its lookup pushed about by the coarser one, so the edges are frayed // into small billows and torn bits rather than evenly rounded. the dense inside is never eaten into, so it is skipped there float fineshare = 1.0 - smoothstep(CLOUD_FINE_BELOW * 0.5, CLOUD_FINE_BELOW, density); if (fineshare > 0.0) { vec3 push = (small.gbr - 0.5) * CLOUD_FINE_PUSH; vec4 fine = textureLod(cloud_detail_noise, detailcoords * CLOUD_FINE_SCALE + push, 0.0); float finefbm = clamp((fine.r * 0.625 + fine.g * 0.25 + fine.b * 0.125 - 0.30) / 0.35, 0.0, 1.0); fbm = clamp(mix(fbm, fbm * 0.65 + finefbm * 0.35, fineshare), 0.0, 1.0); } // wispy at the base, billowing at the top float erosion = mix(fbm, 1.0 - fbm, clamp(h * 4.0, 0.0, 1.0)); density = clamp(cloud_remap(density, erosion * layer.shape.w * CLOUD_EROSION * cloud_wind.w, 1.0, 0.0, 1.0), 0.0, 1.0); } return min(density * CLOUD_EDGE_SHARPNESS, 1.0) * layer.shape.y; } // the same without the detail, cheaper, for the shadows and the fog float cloud_density_coarse(vec3 position) { float height = cloud_height(position); float density = 0.0; for (int i = 0; i < int(weather_camera.w); i++) { if (cloud_layers[i].extra.x > 0.5) continue; density += cloud_layer_density(i, position, height, false); } return density; } // optical depth of a flat layer (cirrus and the like) where a ray crosses its middle, Up the vertical part of the ray there float cloud_flat_depth(int index, vec3 position) { cloud_layer_s layer = cloud_layers[index]; vec2 coverage = cloud_coverage(layer, position.xz); if (coverage.x <= 0.0) return 0.0; vec2 plane = layer.motion.xy + cloud_noise_plane(layer, position.xz); vec2 coords = plane * layer.shape.z; // strands and ripples out of slices of the noise vec4 shape = textureLod(cloud_shape_noise, vec3(coords, 0.37 + layer.extra.y), 0.0); vec4 small = textureLod(cloud_detail_noise, vec3(coords * 4.0, 0.61), 0.0); float strands = clamp(cloud_remap(shape.r * 0.7 + small.r * 0.3, 0.35 * layer.shape.w + (1.0 - coverage.x) * 0.5, 1.0, 0.0, 1.0), 0.0, 1.0); return strands * coverage.x * layer.shape.y; } // the shadow of the clouds at a point: what they let through towards the key light. Steps per layer float cloud_transmittance_to_sun(vec3 position, int steps) { vec3 sun = weather_sun_direction.xyz; if (sun.y <= 0.01) return fog_light.y; float height = cloud_height(position); float depth = 0.0; for (int i = 0; i < int(weather_camera.w); i++) { cloud_layer_s layer = cloud_layers[i]; if (layer.extra.x > 0.5) { float middle = 0.5 * (layer.heights.x + layer.heights.y); if (middle > height) depth += cloud_flat_depth(i, position + sun * ((middle - height) / sun.y)) / sun.y; continue; } float enter = max(layer.heights.x - height, 0.0) / sun.y; float leave = (layer.heights.y - height) / sun.y; if (leave <= 0.0) continue; float step = (leave - enter) / float(steps); for (int s = 0; s < steps; s++) { vec3 point = position + sun * (enter + step * (float(s) + 0.5)); depth += cloud_layer_density(i, point, cloud_height(point), false) * step; } } return exp(-depth); }