Cylindrical fog

- having the world position is very nice
 - mojang manages to do multiple matrix multiplications
This commit is contained in:
Jozufozu 2021-12-11 17:31:09 -08:00
parent b183641000
commit 4a86c112dd
4 changed files with 20 additions and 13 deletions

View file

@ -55,6 +55,12 @@ public class GPULightVolume extends LightVolume {
int sizeZ = box.sizeZ();
glTexImage3D(GL_TEXTURE_3D, 0, GL30.GL_RG8, sizeX, sizeY, sizeZ, 0, GL30.GL_RG, GL_UNSIGNED_BYTE, 0);
glTexture.setParameteri(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexture.setParameteri(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexture.setParameteri(GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexture.setParameteri(GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
glTexture.setParameteri(GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexture.unbind();
oldState.makeActive();
}
@ -73,11 +79,6 @@ public class GPULightVolume extends LightVolume {
textureUnit.makeActive();
glTexture.bind();
glTexture.setParameteri(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexture.setParameteri(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexture.setParameteri(GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexture.setParameteri(GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
glTexture.setParameteri(GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
uploadTexture();
}

View file

@ -18,7 +18,7 @@ void FLWFinalizeNormal(inout vec3 normal) {
#if defined(VERTEX_SHADER)
void FLWFinalizeWorldPos(inout vec4 worldPos) {
#if defined(USE_FOG)
FragDistance = length(worldPos.xyz - uCameraPos);
FragDistance = cylindrical_distance(worldPos.xyz, uCameraPos);
#endif
gl_Position = uViewProjection * worldPos;

View file

@ -1,5 +1,3 @@
#define USE_FOG
#if defined(VERTEX_SHADER)
out float FragDistance;
#elif defined(FRAGMENT_SHADER)
@ -8,6 +6,18 @@ in float FragDistance;
uniform vec4 uFogColor;
uniform vec2 uFogRange;
float cylindrical_distance(vec3 worldPos, vec3 cameraPos) {
float distXZ = length(worldPos.xz - cameraPos.xz);
float distY = abs(worldPos.y - cameraPos.y);
return max(distXZ, distY);
}
float cylindrical_distance(vec3 worldPos) {
float distXZ = length(worldPos.xz);
float distY = abs(worldPos.y);
return max(distXZ, distY);
}
float FLWFogFactor() {
return (uFogRange.y - FragDistance) / (uFogRange.y - uFogRange.x);
}

View file

@ -16,9 +16,7 @@ void FLWFinalizeNormal(inout vec3 normal) {
#if defined(VERTEX_SHADER)
void FLWFinalizeWorldPos(inout vec4 worldPos) {
#if defined(USE_FOG)
FragDistance = length(worldPos.xyz - uCameraPos);
#endif
FragDistance = cylindrical_distance(worldPos.xyz, uCameraPos);
gl_Position = uViewProjection * worldPos;
}
@ -41,13 +39,11 @@ vec4 FLWBlockTexture(vec2 texCoords) {
}
void FLWFinalizeColor(vec4 color) {
#if defined(USE_FOG)
float a = color.a;
float fog = clamp(FLWFogFactor(), 0., 1.);
color = mix(uFogColor, color, fog);
color.a = a;
#endif
#if defined(ALPHA_DISCARD)
if (color.a < ALPHA_DISCARD) {