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authorhachem <im@hachem.wtf>2025-08-22 04:31:37 +0200
committerhachem <im@hachem.wtf>2025-08-22 04:31:37 +0200
commitf469a1d1e8413e07f3e3033e719161ffd17fe463 (patch)
tree7cae9d4df3ee1fa7e16e9db5ca926c3527e549b9 /Assets/Shaders/Geodesic.glsl
parent01fadbecbed89afffb18b2cf5cf3972845a7a169 (diff)
[add]: volumetric cloud rendering
Diffstat (limited to 'Assets/Shaders/Geodesic.glsl')
-rw-r--r--Assets/Shaders/Geodesic.glsl212
1 files changed, 194 insertions, 18 deletions
diff --git a/Assets/Shaders/Geodesic.glsl b/Assets/Shaders/Geodesic.glsl
index 9f871a7..ace58a5 100644
--- a/Assets/Shaders/Geodesic.glsl
+++ b/Assets/Shaders/Geodesic.glsl
@@ -20,6 +20,7 @@ layout(std140, binding = 2) uniform Disk
float disk_r2;
float disk_num;
float thickness;
+ float disk_density;
};
layout(std140, binding = 3) uniform Objects
@@ -35,7 +36,7 @@ layout(std140, binding = 4) uniform Simulation
int maxStepsMoving;
int maxStepsStatic;
float earlyExitDistance;
- int _pad0;
+ float time;
};
const float SagA_rs = 1.269e10;
@@ -54,6 +55,112 @@ vec4 objectColor = vec4(0.0);
vec3 hitCenter = vec3(0.0);
float hitRadius = 0.0;
+float hash(float p)
+{
+ p = fract(p * 0.1031);
+ p *= p + 33.33;
+ p *= p + p;
+ return fract(p);
+}
+
+float hash(vec2 p)
+{
+ vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973));
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.x + p3.y) * p3.z);
+}
+
+float hash(vec3 p)
+{
+ p = fract(p * vec3(0.1031, 0.1030, 0.0973));
+ p += dot(p, p.yxz + 33.33);
+ return fract((p.x + p.y) * p.z);
+}
+
+float noise(vec3 x)
+{
+ vec3 i = floor(x);
+ vec3 frac = fract(x);
+
+ vec3 u = frac * frac * (3.0 - 2.0 * frac);
+
+ float a = hash(i);
+ float b = hash(i + vec3(1.0, 0.0, 0.0));
+ float c = hash(i + vec3(0.0, 1.0, 0.0));
+ float d = hash(i + vec3(1.0, 1.0, 0.0));
+ float e = hash(i + vec3(0.0, 0.0, 1.0));
+ float f = hash(i + vec3(1.0, 0.0, 1.0));
+ float g = hash(i + vec3(0.0, 1.0, 1.0));
+ float h = hash(i + vec3(1.0, 1.0, 1.0));
+
+ return mix(mix(mix(a, b, u.x), mix(c, d, u.x), u.y),
+ mix(mix(e, f, u.x), mix(g, h, u.x), u.y), u.z);
+}
+
+float fbm(vec3 x, int octaves)
+{
+ float v = 0.0;
+ float a = 0.5;
+ float f = 1.0;
+ vec3 shift = vec3(100, 200, 300);
+
+ for (int i = 0; i < octaves; ++i)
+ {
+ v += a * noise(x * f);
+ x = x * 2.0 + shift;
+ a *= 0.5;
+ f *= 2.0;
+ }
+ return v;
+}
+
+float GetCloudDensity(vec3 pos)
+{
+ float r_cyl = length(vec2(pos.x, pos.z));
+ float r_norm = (r_cyl - disk_r1) / (disk_r2 - disk_r1);
+
+ if (r_norm < 0.0 || r_norm > 1.0)
+ return 0.0;
+
+ float h_norm = abs(pos.y) / thickness;
+ float vertical_falloff = exp(-h_norm * h_norm * 3.0);
+ float radial_density = 1.0 - r_norm * 0.5;
+
+ vec3 noise_pos = pos * 1e-10;
+ float keplerian_speed = 1.0 / sqrt(r_norm + 0.1);
+
+ float rotation_angle = time * keplerian_speed * 0.5;
+ vec3 rotated_pos = vec3(
+ pos.x * cos(rotation_angle) - pos.z * sin(rotation_angle),
+ pos.y,
+ pos.x * sin(rotation_angle) + pos.z * cos(rotation_angle)
+ ) * 1e-10;
+
+ float large_turbulence = fbm(rotated_pos * 1.2, 5);
+
+ float medium_wisps = fbm(rotated_pos * 2.5, 4);
+ float small_detail = fbm(rotated_pos * 6.0, 3);
+ float fine_detail = fbm(rotated_pos * 10.0, 2);
+
+ float noise_mask = large_turbulence * 0.4 +
+ medium_wisps * 0.3 +
+ small_detail * 0.2 +
+ fine_detail * 0.1;
+
+ noise_mask = smoothstep(0.25, 0.75, noise_mask);
+
+ float angle = atan(pos.z, pos.x);
+ float rotated_angle = angle + time * 0.5;
+
+ float spiral_arms = sin(rotated_angle * 3.0 + r_norm * 15.0) * 0.15 + 0.85;
+
+ float orbital_angle = angle + time * keplerian_speed * 0.8;
+ float orbital_pattern = sin(orbital_angle * 2.0 + r_norm * 8.0) * 0.2 + 0.8;
+
+ float density = vertical_falloff * radial_density * noise_mask * spiral_arms * orbital_pattern;
+ return density * disk_density;
+}
+
struct Ray
{
float x, y, z;
@@ -163,11 +270,62 @@ void RK4Step(inout Ray ray, float dL)
ray.z = ray.r * cos(ray.theta);
}
-bool CrossesEquatorialPlane(vec3 oldPos, vec3 newPos)
+bool IsInDiskVolume(vec3 pos)
+{
+ float r_cyl = length(vec2(pos.x, pos.z));
+ return (r_cyl >= disk_r1 && r_cyl <= disk_r2 && abs(pos.y) <= thickness);
+}
+
+vec4 SampleDiskColor(vec3 pos)
{
- bool crossed = (oldPos.y * newPos.y < 0.0);
- float r = length(vec2(newPos.x, newPos.z));
- return crossed && (r >= disk_r1 && r <= disk_r2);
+ float r_cyl = length(vec2(pos.x, pos.z));
+ float r_norm = (r_cyl - disk_r1) / (disk_r2 - disk_r1);
+
+ vec3 innerColor = vec3(1.0, 0.9, 0.5);
+ vec3 midColor = vec3(1.0, 0.6, 0.2);
+ vec3 outerColor = vec3(0.9, 0.3, 0.1);
+
+ vec3 baseColor;
+ if (r_norm < 0.5)
+ baseColor = mix(innerColor, midColor, r_norm * 2.0);
+ else
+ baseColor = mix(midColor, outerColor, (r_norm - 0.5) * 2.0);
+
+ float r_norm_rot = (r_cyl - disk_r1) / (disk_r2 - disk_r1);
+ float keplerian_speed = 1.0 / sqrt(r_norm_rot + 0.1);
+
+ vec3 noise_pos = pos * 1e-10;
+
+ float color_rotation_angle = time * keplerian_speed * 0.3;
+ vec3 rotated_color_pos = vec3(
+ pos.x * cos(color_rotation_angle) - pos.z * sin(color_rotation_angle),
+ pos.y,
+ pos.x * sin(color_rotation_angle) + pos.z * cos(color_rotation_angle)
+ ) * 1e-10;
+
+ float large_color = fbm(rotated_color_pos * 1.8, 4);
+ float medium_color = fbm(rotated_color_pos * 4.0, 3);
+ float small_color = fbm(rotated_color_pos * 8.0, 2);
+ float colorVariation = (large_color * 0.5 + medium_color * 0.3 + small_color * 0.2) * 0.6;
+ baseColor = baseColor * (1.0 + colorVariation);
+
+ float density = GetCloudDensity(pos);
+ vec3 brightness_noise_pos = pos * 1e-10;
+
+ float brightness_rotation_angle = time * keplerian_speed * 0.7;
+ vec3 rotated_brightness_pos = vec3(
+ pos.x * cos(brightness_rotation_angle) - pos.z * sin(brightness_rotation_angle),
+ pos.y,
+ pos.x * sin(brightness_rotation_angle) + pos.z * cos(brightness_rotation_angle)
+ ) * 1e-10;
+
+ float brightness_large = fbm(rotated_brightness_pos * 3.0, 3);
+ float brightness_medium = fbm(rotated_brightness_pos * 5.0, 2);
+ float brightness_small = fbm(rotated_brightness_pos * 7.0, 2);
+ float brightness_noise = (brightness_large * 0.6 + brightness_medium * 0.3 + brightness_small * 0.1);
+ float brightness = 1.0 + density * 1.0 + brightness_noise * 0.4;
+
+ return vec4(baseColor * brightness, density);
}
float CalculateAdaptiveStepSize(Ray ray, float baseStepSize)
@@ -203,8 +361,10 @@ void main()
float lambda = 0.0;
bool hitBlackHole = false;
- bool hitDisk = false;
bool hitObject = false;
+
+ vec4 accumulatedColor = vec4(0.0);
+ float transmittance = 1.0;
int maxSteps = cam.moving ? maxStepsMoving : maxStepsStatic;
@@ -246,10 +406,29 @@ void main()
vec3 newPos = vec3(ray.x, ray.y, ray.z);
- if (CrossesEquatorialPlane(prevPos, newPos))
- {
- hitDisk = true;
- break;
+ if (IsInDiskVolume(newPos))
+ {
+ vec4 diskSample = SampleDiskColor(newPos);
+ float density = diskSample.a;
+ vec3 diskColor = diskSample.rgb;
+
+ float stepLength = currentStepSize * 1e-8;
+ float absorption = density * stepLength * 1.2;
+ float scattering = density * stepLength * 0.8;
+ float extinction = absorption + scattering;
+
+ float stepTransmittance = exp(-extinction);
+
+ vec3 emission = diskColor * density * stepLength * 2.5 * sqrt(disk_density);
+ accumulatedColor.rgb += emission * transmittance;
+
+ transmittance *= stepTransmittance;
+
+ if (transmittance < 0.01)
+ {
+ accumulatedColor.a = 1.0 - transmittance;
+ break;
+ }
}
if (i % objectCheckInterval == 0 && InterceptObject(ray))
@@ -264,13 +443,9 @@ void main()
break;
}
- if (hitDisk)
- {
- double r = length(vec3(ray.x, ray.y, ray.z)) / disk_r2;
- vec3 diskColor = vec3(1.0, r, 0.2);
- color = vec4(diskColor, r);
-
- } else if (hitBlackHole)
+ accumulatedColor.a = 1.0 - transmittance;
+
+ if (hitBlackHole)
color = vec4(0.0, 0.0, 0.0, 1.0);
else if (hitObject)
{
@@ -284,8 +459,9 @@ void main()
vec3 shaded = objectColor.rgb * intensity;
color = vec4(shaded, objectColor.a);
+ color = mix(accumulatedColor, color, color.a);
} else
- color = vec4(0.0);
+ color = accumulatedColor;
imageStore(outImage, pix, color);
} \ No newline at end of file