Files
QuaternionEngine/shaders/clouds.frag

210 lines
6.2 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : require
#include "input_structures.glsl"
layout(location = 0) in vec2 inUV;
layout(location = 0) out vec4 outColor;
// Set 1: cloud inputs
layout(set = 1, binding = 0) uniform sampler2D hdrInput;
layout(set = 1, binding = 1) uniform sampler2D posTex;
layout(set = 1, binding = 2, std430) readonly buffer VoxelDensity
{
float density[];
} voxel;
layout(push_constant) uniform VolumePush
{
vec4 volume_center_follow; // xyz: center_local (or offset), w: followCameraXZ (0/1)
vec4 volume_half_extents; // xyz: half extents (local)
vec4 density_params; // x: densityScale, y: coverage, z: extinction, w: time_sec
vec4 scatter_params; // rgb: albedo/tint, w: scatterStrength
vec4 emission_params; // rgb: emissionColor, w: emissionStrength
ivec4 misc; // x: stepCount, y: gridResolution, z: volumeType (0=cloud,1=smoke,2=flame)
} pc;
vec3 getCameraWorldPosition()
{
mat3 rotT = mat3(sceneData.view); // R^T
mat3 rot = transpose(rotT); // R
vec3 T = sceneData.view[3].xyz;
return -rot * T;
}
float hash12(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
bool intersectAABB(vec3 ro, vec3 rd, vec3 bmin, vec3 bmax, out float tmin, out float tmax)
{
vec3 invD = 1.0 / rd;
vec3 t0s = (bmin - ro) * invD;
vec3 t1s = (bmax - ro) * invD;
vec3 tsmaller = min(t0s, t1s);
vec3 tbigger = max(t0s, t1s);
tmin = max(max(tsmaller.x, tsmaller.y), tsmaller.z);
tmax = min(min(tbigger.x, tbigger.y), tbigger.z);
return tmax >= max(tmin, 0.0);
}
float sample_voxel_density(vec3 p, vec3 bmin, vec3 bmax)
{
vec3 uvw = (p - bmin) / (bmax - bmin);
if (any(lessThan(uvw, vec3(0.0))) || any(greaterThan(uvw, vec3(1.0))))
{
return 0.0;
}
int res = max(pc.misc.y, 1);
int slice = res * res;
float fres = float(res);
vec3 g = uvw * (fres - 1.0);
ivec3 base = ivec3(floor(g));
base = clamp(base, ivec3(0), ivec3(res - 1));
vec3 f = fract(g);
ivec3 b1 = min(base + ivec3(1), ivec3(res - 1));
ivec3 step = b1 - base; // 0 or 1 per axis
int baseIndex = base.x + base.y * res + base.z * slice;
int dx = step.x;
int dy = step.y * res;
int dz = step.z * slice;
float d000 = voxel.density[baseIndex];
float d100 = voxel.density[baseIndex + dx];
float d010 = voxel.density[baseIndex + dy];
float d110 = voxel.density[baseIndex + dy + dx];
int baseIndexZ = baseIndex + dz;
float d001 = voxel.density[baseIndexZ];
float d101 = voxel.density[baseIndexZ + dx];
float d011 = voxel.density[baseIndexZ + dy];
float d111 = voxel.density[baseIndexZ + dy + dx];
float x00 = mix(d000, d100, f.x);
float x10 = mix(d010, d110, f.x);
float x01 = mix(d001, d101, f.x);
float x11 = mix(d011, d111, f.x);
float y0 = mix(x00, x10, f.y);
float y1 = mix(x01, x11, f.y);
return mix(y0, y1, f.z);
}
void main()
{
vec3 baseColor = texture(hdrInput, inUV).rgb;
vec3 camPos = getCameraWorldPosition();
// Reconstruct a world-space ray for this pixel (Vulkan depth range 0..1).
vec2 ndc = inUV * 2.0 - 1.0;
vec3 viewDir = normalize(vec3(ndc.x / sceneData.proj[0][0], ndc.y / sceneData.proj[1][1], -1.0));
vec3 rd = transpose(mat3(sceneData.view)) * viewDir;
// Define a local-space cloud volume (optionally anchored to camera XZ).
vec3 center = pc.volume_center_follow.xyz;
if (pc.volume_center_follow.w > 0.5)
{
center.xz += camPos.xz;
}
vec3 halfExt = max(pc.volume_half_extents.xyz, vec3(0.01));
vec3 bmin = center - halfExt;
vec3 bmax = center + halfExt;
float t0, t1;
if (!intersectAABB(camPos, rd, bmin, bmax, t0, t1))
{
outColor = vec4(baseColor, 1.0);
return;
}
// Clamp march to geometry distance (gbufferPosition.w == 1 for valid surfaces).
vec4 posSample = texture(posTex, inUV);
if (posSample.w > 0.0)
{
float surfT = dot(posSample.xyz - camPos, rd);
if (surfT > 0.0)
{
t1 = min(t1, surfT);
}
}
int steps = clamp(pc.misc.x, 8, 256);
if (t1 <= t0 || steps <= 0)
{
outColor = vec4(baseColor, 1.0);
return;
}
float dt = (t1 - t0) / float(steps);
float jitter = hash12(inUV * 1024.0);
float t = max(t0, 0.0) + (jitter - 0.5) * dt;
vec3 Lsun = normalize(-sceneData.sunlightDirection.xyz);
vec3 sunCol = sceneData.sunlightColor.rgb * sceneData.sunlightColor.a;
vec3 ambCol = sceneData.ambientColor.rgb;
float trans = 1.0;
vec3 scatter = vec3(0.0);
int volType = pc.misc.z;
for (int i = 0; i < steps; ++i)
{
vec3 p = camPos + rd * (t + 0.5 * dt);
float d = sample_voxel_density(p, bmin, bmax);
d = max(0.0, d - pc.density_params.y) / max(1.0 - pc.density_params.y, 1e-3);
d *= max(pc.density_params.x, 0.0);
d *= max(pc.density_params.z, 0.0);
if (d > 1e-4)
{
// Exponential absorption / single-scattering approximation.
float alpha = 1.0 - exp(-d * dt);
if (volType == 2)
{
// Flames: emissive contribution.
float flicker = mix(0.65, 1.0, hash12(p.xz * 0.35 + pc.density_params.w * 0.25));
vec3 emit = pc.emission_params.rgb * (pc.emission_params.w * flicker);
scatter += trans * alpha * emit;
}
else
{
float cosTheta = clamp(dot(rd, Lsun), 0.0, 1.0);
float cos2 = cosTheta * cosTheta;
float phase = 0.30 + 0.70 * (cos2 * cos2); // cheap forward-scatter bias
vec3 light = ambCol * 0.25 + sunCol * phase;
vec3 albedo = clamp(pc.scatter_params.rgb, vec3(0.0), vec3(1.0));
float s = max(pc.scatter_params.w, 0.0);
scatter += trans * alpha * light * albedo * s;
}
trans *= (1.0 - alpha);
if (trans < 0.01)
{
break;
}
}
t += dt;
if (t > t1)
{
break;
}
}
vec3 outRgb = scatter + trans * baseColor;
outColor = vec4(outRgb, 1.0);
}