diff options
| author | hachem <im@hachem.wtf> | 2025-08-22 04:31:37 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2025-08-22 04:31:37 +0200 |
| commit | f469a1d1e8413e07f3e3033e719161ffd17fe463 (patch) | |
| tree | 7cae9d4df3ee1fa7e16e9db5ca926c3527e549b9 /Assets/Shaders/Geodesic.glsl | |
| parent | 01fadbecbed89afffb18b2cf5cf3972845a7a169 (diff) | |
[add]: volumetric cloud rendering
Diffstat (limited to 'Assets/Shaders/Geodesic.glsl')
| -rw-r--r-- | Assets/Shaders/Geodesic.glsl | 212 |
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 |
