sky shader - fog

This commit is contained in:
Mikulas Florek 2019-10-12 19:37:21 +02:00
parent c36f678869
commit 5bdf4d1e70
2 changed files with 17 additions and 5 deletions

View file

@ -62,7 +62,7 @@ fragment_shader [[
return color-color*pow(air_color.rgb, vec3(factor/dist));
}
vec3 get_world_normal(vec2 frag_coord)
vec3 getWorldNormal(vec2 frag_coord)
{
float z = 1;
#ifdef _ORIGIN_BOTTOM_LEFT
@ -77,6 +77,18 @@ fragment_shader [[
return -normalize(view);
}
float getFogFactorSky(float cam_height, vec3 eye_dir, float fog_density, float fog_bottom, float fog_height)
{
if(eye_dir.y == 0) return 1.0;
float to_top = max(0, (fog_bottom + fog_height) - cam_height);
float avg_y = (fog_bottom + fog_height + cam_height) * 0.5;
float avg_density = fog_density * clamp(1 - (avg_y - fog_bottom) / fog_height, 0, 1);
float res = exp(-pow(avg_density * to_top / eye_dir.y, 2));
res = 1 - clamp(res - (1-min(0.2, eye_dir.y)*5), 0, 1);
return res;
}
void main()
{
const vec3 strength = vec3(0.028, 0.139, 0.0264);
@ -91,7 +103,7 @@ fragment_shader [[
const int step_count = 4;
vec3 lightdir = u_light_direction.xyz;
vec3 eyedir = get_world_normal(v_uv);
vec3 eyedir = getWorldNormal(v_uv);
float alpha = dot(eyedir, lightdir);
@ -123,8 +135,8 @@ fragment_shader [[
vec3 color = vec3(spot * mie_collected + mie_factor * mie_collected + rayleigh_factor * rayleigh_collected);
o_color.xyz = vec3(eyedir);
o_color.xyz = color;
float fog_factor = getFogFactorSky(u_camera_world_pos.y, eyedir, u_fog_params.x, u_fog_params.y, u_fog_params.z);
o_color.xyz = mix(color.rgb, u_fog_color.rgb, fog_factor);
o_color.w = 1;
}
]]

View file

@ -1213,7 +1213,7 @@ void TerrainEditor::onGUI()
ImGui::Indent();
return;
}
ImGui::SliderFloat("Brush size", &m_terrain_brush_size, MIN_BRUSH_SIZE, 100);
ImGui::SliderFloat("Brush size", &m_terrain_brush_size, MIN_BRUSH_SIZE, 500);
ImGui::SliderFloat("Brush strength", &m_terrain_brush_strength, 0, 1.0f);
enum BrushType