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authorHunter Kvalevog <hunter@kvog.sh>2025-11-15 08:48:09 -0600
committerHunter Kvalevog <hunter@kvog.sh>2025-11-15 08:48:09 -0600
commit8a077ca7c421dcea92c9485aa284c6e636f2ddad (patch)
treee9b45be12bc8a889b254b8bc7f617f1486ef88b4 /gl-vfog/fs.glsl
parent694f1b0ec3c119d4625dd1ab10145aed23642a6b (diff)
gl-vfog: Add more modes
Diffstat (limited to 'gl-vfog/fs.glsl')
-rw-r--r--gl-vfog/fs.glsl73
1 files changed, 62 insertions, 11 deletions
diff --git a/gl-vfog/fs.glsl b/gl-vfog/fs.glsl
index 00ec9b1..12f32b9 100644
--- a/gl-vfog/fs.glsl
+++ b/gl-vfog/fs.glsl
@@ -4,13 +4,19 @@ in vec3 f_p;
out vec4 f_color;
+// -----------------------------------------------------------------------------
+// Uniforms
+// -----------------------------------------------------------------------------
uniform vec3 u_cam;
uniform float u_time;
uniform int u_mode;
uniform float u_sigma;
+uniform int u_steps;
+// -----------------------------------------------------------------------------
// Ray-AABB intersection
// ref: https://tavianator.com/2022/ray_box_boundary.html
+// -----------------------------------------------------------------------------
bool intersect(vec3 ro, vec3 rd, vec3 bbmin, vec3 bbmax, out float t0, out float t1)
{
vec3 inv = 1.0f / rd;
@@ -23,8 +29,49 @@ bool intersect(vec3 ro, vec3 rd, vec3 bbmin, vec3 bbmax, out float t0, out float
return t1 >= max(t0, 0.0f);
}
-// Mode 0: Basic
-void main_0()
+// -----------------------------------------------------------------------------
+// Mode 0: Basic volumetric fog
+// -----------------------------------------------------------------------------
+float sample_basic(vec3 pos)
+{
+ return 1.0;
+}
+
+// -----------------------------------------------------------------------------
+// Mode 1: Fade along y axis
+// -----------------------------------------------------------------------------
+
+float sample_vfade(vec3 pos)
+{
+ return 1.0f - pos.y;
+}
+
+// -----------------------------------------------------------------------------
+// Mode 2: Some waves
+// -----------------------------------------------------------------------------
+
+float sample_waves(vec3 pos)
+{
+ // Fractal sum
+ // ref: https://thebookofshaders.com/13/
+ float h = 0.75f; // baseline
+
+ // Big waves
+ h += 0.08f * sin(pos.x * 2.0f + u_time);
+ h += 0.08f * cos(pos.z * 2.0f + u_time * -1.1f);
+
+ // Medium waves
+ h += 0.05f * sin(pos.x * 5.0f + u_time * 1.7f);
+ h += 0.05f * cos(pos.z * 4.0f + u_time * -2.0f);
+
+ // Small but choppy waves
+ h += 0.03f * sin(pos.x * 12.0f + u_time * 3.3f);
+ h += 0.03f * cos(pos.z * 11.0f + u_time * -2.5f);
+
+ return float(pos.y < h);
+}
+
+void main()
{
vec3 bbmin = vec3(0.0f, 0.0f, 0.0f);
vec3 bbmax = vec3(1.0f, 1.0f, 1.0f);
@@ -44,17 +91,21 @@ void main_0()
float t_exit = t1;
float t_len = max(0.0f, t_exit - t_enter);
+ float density = 0;
+ for (int i = 0; i < u_steps; ++i) {
+ float t = mix(t_enter, t_exit, (float(i) + 0.5f) / float(u_steps));
+ vec3 p = ro + rd * t;
+ switch (u_mode) {
+ case 0: { density += sample_basic(p); } break;
+ case 1: { density += sample_vfade(p); } break;
+ case 2: { density += sample_waves(p); } break;
+ }
+ }
+ density /= float(u_steps);
+
// Beer-Lambert attenuation
// ref: https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law
- float a = 1.0f - exp(-u_sigma * t_len);
+ float a = 1.0f - exp(-u_sigma * t_len * density);
f_color = vec4(vec3(1.0f), a);
}
-
-void main()
-{
- switch (u_mode) {
- case 0: { main_0(); } break;
- default: { f_color = vec4(0.0f, 1.0f, 0.0f, 1.0f); } break;
- }
-}