mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-21 00:07:50 +08:00
352 lines
12 KiB
Plaintext
352 lines
12 KiB
Plaintext
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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#extension GL_ARB_shader_texture_lod : enable
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//#define POM
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#define POM_MAP_RES 128.0 // [16.0 32.0 64.0 128.0 256.0 512.0 1024.0] Increase to improve POM quality
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#define POM_DEPTH 0.1 // [0.025 0.05 0.075 0.1 0.125 0.15 0.20 0.25 0.30 0.50 0.75 1.0] //Increase to increase POM strength
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#define MAX_ITERATIONS 50 // [5 10 15 20 25 30 40 50 60 70 80 90 100 125 150 200 400] //Improves quality at grazing angles (reduces performance)
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#define MAX_DIST 25.0 // [5.0 10.0 15.0 20.0 25.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 125.0 150.0 200.0 400.0] //Increases distance at which POM is calculated
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//#define USE_LUMINANCE_AS_HEIGHTMAP //Can generate POM on any texturepack (may look weird in some cases)
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#define Texture_MipMap_Bias -1.00 // Uses a another mip level for textures. When reduced will increase texture detail but may induce a lot of shimmering. [-5.00 -4.75 -4.50 -4.25 -4.00 -3.75 -3.50 -3.25 -3.00 -2.75 -2.50 -2.25 -2.00 -1.75 -1.50 -1.25 -1.00 -0.75 -0.50 -0.25 0.00 0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00 2.25 2.50 2.75 3.00 3.25 3.50 3.75 4.00 4.25 4.50 4.75 5.00]
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#define DISABLE_ALPHA_MIPMAPS //Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
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#define SSAO // screen-space ambient occlusion.
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#define texture_ao // ambient occlusion on the texture
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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#undef POM
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#endif
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#endif
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#ifdef POM
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#define MC_NORMAL_MAP
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#endif
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const float mincoord = 1.0/4096.0;
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const float maxcoord = 1.0-mincoord;
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const vec3 intervalMult = vec3(1.0, 1.0, 1.0/POM_DEPTH)/POM_MAP_RES * 1.0;
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const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
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const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
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const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
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uniform vec2 texelSize;
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#ifdef POM
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varying vec4 vtexcoordam; // .st for add, .pq for mul
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varying vec4 vtexcoord;
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uniform int framemod8;
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#endif
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#include "/lib/res_params.glsl"
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varying vec4 lmtexcoord;
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varying vec4 color;
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varying vec4 normalMat;
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#ifdef MC_NORMAL_MAP
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varying vec4 tangent;
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uniform float wetness;
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uniform sampler2D normals;
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uniform sampler2D specular;
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#endif
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#ifdef POM
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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#endif
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uniform sampler2D texture;
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uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
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uniform float frameTimeCounter;
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uniform int frameCounter;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferModelViewInverse;
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uniform sampler2D noisetex;//depth
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float interleaved_gradientNoise(){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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}
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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float R2_dither(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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mat3 inverse(mat3 m) {
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22 * a11 - a12 * a21;
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float b11 = -a22 * a10 + a12 * a20;
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float b21 = a21 * a10 - a11 * a20;
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float det = a00 * b01 + a01 * b11 + a02 * b21;
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return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
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b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
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b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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vec4 encode (vec3 n, vec2 lightmaps){
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n.xy = n.xy / dot(abs(n), vec3(1.0));
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n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
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vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
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return vec4(encn,vec2(lightmaps.x,lightmaps.y));
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}
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//encode normal in two channels (xy),torch(z) and sky lightmap (w)
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// vec4 encode_old (vec3 n){
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// return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5,vec2(lmtexcoord.z,lmtexcoord.w));
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// }
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// vec4 encode_old (vec3 n, vec2 lightmaps){
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// return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5,vec2(lightmaps.x,lightmaps.y));
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// }
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#ifdef MC_NORMAL_MAP
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vec3 applyBump(mat3 tbnMatrix, vec3 bump)
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{
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float bumpmult = 1.0;
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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return normalize(bump*tbnMatrix);
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}
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#endif
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//encoding by jodie
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float encodeVec2(vec2 a){
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const vec2 constant1 = vec2( 1., 256.) / 65535.;
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vec2 temp = floor( a * 255. );
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return temp.x*constant1.x+temp.y*constant1.y;
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}
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float encodeVec2(float x,float y){
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return encodeVec2(vec2(x,y));
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}
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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vec3 toClipSpace3(vec3 viewSpacePosition) {
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return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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#ifdef POM
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vec4 readNormal(in vec2 coord)
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{
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return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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vec4 readTexture(in vec2 coord)
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{
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return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
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}
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#endif
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:178 */
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void main() {
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// float noise = interleaved_gradientNoise();
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float phi = 2 * 3.14159265359;
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float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
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// float noise = interleaved_gradientNoise();
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vec3 normal = normalMat.xyz;
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#ifdef MC_NORMAL_MAP
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
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tangent.y, tangent2.y, normal.y,
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tangent.z, tangent2.z, normal.z);
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#endif
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#ifdef POM
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vec2 tempOffset=offsets[framemod8];
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vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 viewVector = normalize(tbnMatrix*fragpos);
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float dist = length(fragpos);
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// #ifdef Depth_Write_POM
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gl_FragDepth = gl_FragCoord.z;
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// #endif
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if (dist < MAX_OCCLUSION_DISTANCE) {
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if ( viewVector.z < 0.0 && readNormal(vtexcoord.st).a < 0.9999 && readNormal(vtexcoord.st).a > 0.00001) {
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vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
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vec3 coord = vec3(vtexcoord.st, 1.0);
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coord += noise*interval;
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float sumVec = noise;
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for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH*readNormal(coord.st).a < coord.p) &&coord.p >= 0.0; ++loopCount) { coord = coord+interval; sumVec += 1.0; }
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if (coord.t < mincoord) {
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if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
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coord.t = mincoord;
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discard;
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}
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}
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adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
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vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
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// #ifdef Depth_Write_POM
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gl_FragDepth = toClipSpace3(truePos).z;
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// #endif
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}
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}
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vec4 data0 = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy);
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#ifdef DISABLE_ALPHA_MIPMAPS
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data0.a = texture2DGradARB(texture, adjustedTexCoord.xy,vec2(0.),vec2(0.0)).a;
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#endif
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if (data0.a > 0.1) data0.a = normalMat.a;
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else data0.a = 0.0;
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// normal = applyBump(tbnMatrix,texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz*2.-1.);
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// data0.rgb*=color.rgb;
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// vec4 data1 = clamp(noise*exp2(-8.)+encode_old(normal),0.,1.0);
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// gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x),encodeVec2(data0.y,data1.y),encodeVec2(data0.z,data1.z),encodeVec2(data1.w,data0.w));
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vec2 lm = lmtexcoord.zw;
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// vec3 normalTex = texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz;
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// normal = applyBump(tbnMatrix,texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz*2.0-1.0);
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// #ifdef MC_NORMAL_MAP
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vec3 normalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb;
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#ifndef SSAO
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#ifdef texture_ao
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lm *= clamp( pow(normalTex.b,0.4) ,0,1); // texture ao? i think? i dont know
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// lm *= clamp(0.5 + pow(normalTex.b,0.1) - max(normalTex.g,0),0,1) ; // texture ao? i think? i dont know
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#endif
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#endif
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normalTex.xy = normalTex.xy*2.0-1.0;
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normalTex.z = sqrt(1.0 - dot(normalTex.xy, normalTex.xy));
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normal = applyBump(tbnMatrix,normalTex);
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// #endif
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data0.rgb*=color.rgb;
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float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb);
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data0.rgb = clamp(data0.rgb*pow(avgBlockLum,-0.33)*0.85,0.0,1.0);
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vec4 data1 = clamp(encode(viewToWorld(normal), lm),0.,1.0);
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gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x),encodeVec2(data0.y,data1.y),encodeVec2(data0.z,data1.z),encodeVec2(data1.w,data0.w));
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gl_FragData[1] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy);
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gl_FragData[1].a = 0.0;
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#else
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vec4 data0 = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias);
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vec4 specularMap = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias);
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gl_FragData[2].rgba = specularMap;
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data0.rgb *= color.rgb + vec3(0,255,0);
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float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb);
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data0.rgb = clamp(data0.rgb*pow(avgBlockLum,-0.33)*0.85,0.0,1.0);
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#ifdef DISABLE_ALPHA_MIPMAPS
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data0.a = texture2DLod(texture,lmtexcoord.xy,0).a;
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#endif
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if (data0.a > 0.1) data0.a = normalMat.a;
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else data0.a = 0.0;
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vec2 lm = lmtexcoord.zw;
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#ifdef MC_NORMAL_MAP
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vec3 normalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgb;
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// #ifndef SSAO
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// #ifdef texture_ao
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// lm *= clamp( pow(normalTex.b,0.4) ,0,1); // texture ao? i think? i dont know
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// // lm *= clamp(0.5 + pow(normalTex.b,0.1) - max(normalTex.g,0),0,1) ; // texture ao? i think? i dont know
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// #endif
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// #endif
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normalTex.xy = normalTex.xy*2.0-1.0;
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normalTex.z = clamp(sqrt(1.0 - dot(normalTex.xy, normalTex.xy)),0.0,1.0);
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normal = applyBump(tbnMatrix,normalTex);
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#endif
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// #ifdef MC_NORMAL_MAP
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// normal =clamp( applyBump(tbnMatrix,texture2D(normals, lmtexcoord.xy,Texture_MipMap_Bias).rgb*2.0-1.0),-1.,1.);
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// #endif
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// vec4 data1 = clamp(noise/256.+encode(normal, lm),0.,1.0);
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vec4 data1 = clamp(encode(viewToWorld(normal), lm),0.,1.0);
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vec2 texcoord = gl_FragCoord.xy*lmtexcoord.xy;
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vec4 data = texture2D(colortex1,texcoord);
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vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x), encodeVec2(data0.y,data1.y), encodeVec2(data0.z,data1.z), encodeVec2(data1.w,data0.w));
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gl_FragData[1].a = 0.0;
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// float emissionMat = specularMap.a < 1.0 ? specularMap.a * specularMap.a : 0.0;
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// gl_FragData[0].rgb = mix(gl_FragData[0].rgb, vec3(emissionMat) ,1);
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#endif
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}
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