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maszyna/shaders/fog_horizon.comp

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// colours of the fog towards the horizon by the angle from the azimuth of the sun, from the sky-view table of the atmosphere,
// written into the weather buffer (weather_common.glsl: fog_horizon). the far fog then has the colour of the sky behind it.
// the atmosphere blends into the old sky as opengl46_sky does it, by its share, white balance and brightness
#include <common>
#include <atmosphere_common.glsl>
layout(local_size_x = FOG_HORIZON_SAMPLES) in;
layout(binding = SKY_VIEW_TEX) uniform sampler2D sky_view_lut;
layout(std430, binding = WEATHER_SCRATCH_SSBO_BINDING) buffer weather_scratch
{
vec4 weather_words[];
};
// first vec4 of fog_horizon in the weather buffer
layout(location = 0) uniform int offset;
// x: share of the atmosphere, y: its brightness, z: desaturation by the overcast, w: brightest the colour gets
layout(location = 1) uniform vec4 params;
layout(location = 2) uniform vec3 white_balance;
// the colour of the old fog, which the atmosphere replaces by its share
layout(location = 3) uniform vec3 old_color;
void main()
{
uint index = gl_LocalInvocationID.x;
float angle = float(index) / float(FOG_HORIZON_SAMPLES - 1) * ATMO_PI;
vec3 sun = normalize(atmo_sun_direction.xyz);
vec2 flat_sun = (dot(sun.xz, sun.xz) > 1e-8) ? normalize(sun.xz) : vec2(1.0, 0.0);
vec2 side = vec2(-flat_sun.y, flat_sun.x);
vec2 flat_view = flat_sun * cos(angle) + side * sin(angle);
// a little above the horizon, where the far fog meets the sky
vec3 direction = normalize(vec3(flat_view.x, 0.035, flat_view.y));
vec3 color = textureLod(sky_view_lut, atmo_skyview_uv_world(direction, sun), 0.0).rgb * white_balance * params.y;
color = min(color, vec3(params.w));
float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
color = mix(color, vec3(luminance), params.z);
if (any(isnan(color)))
color = old_color;
weather_words[offset + int(index)] = vec4(mix(old_color, color, params.x), 1.0);
}