Bliss-Shader/shaders/gbuffers_textured.fsh

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2023-01-12 15:00:14 -05:00
#version 120
#extension GL_EXT_gpu_shader4 : enable
#extension GL_ARB_shader_texture_lod : enable
//#define POM
#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
#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
#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)
#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
//#define USE_LUMINANCE_AS_HEIGHTMAP //Can generate POM on any texturepack (may look weird in some cases)
#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]
#define DISABLE_ALPHA_MIPMAPS //Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
#define SSAO // screen-space ambient occlusion.
#define texture_ao // ambient occlusion on the texture
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
#ifndef MC_NORMAL_MAP
#undef POM
#endif
#endif
#ifdef POM
#define MC_NORMAL_MAP
#endif
const float mincoord = 1.0/4096.0;
const float maxcoord = 1.0-mincoord;
const vec3 intervalMult = vec3(1.0, 1.0, 1.0/POM_DEPTH)/POM_MAP_RES * 1.0;
const float MAX_OCCLUSION_DISTANCE = MAX_DIST;
const float MIX_OCCLUSION_DISTANCE = MAX_DIST*0.9;
const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
uniform vec2 texelSize;
#ifdef POM
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
uniform int framemod8;
#endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 normalMat;
#ifdef MC_NORMAL_MAP
varying vec4 tangent;
uniform float wetness;
uniform sampler2D normals;
uniform sampler2D specular;
#endif
#ifdef POM
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
#endif
uniform sampler2D texture;
uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
uniform float frameTimeCounter;
uniform int frameCounter;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelView;
uniform mat4 gbufferProjection;
uniform mat4 gbufferModelViewInverse;
uniform sampler2D noisetex;//depth
float interleaved_gradientNoise(){
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
float R2_dither(){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter) ;
}
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
mat3 inverse(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
vec3 viewToWorld(vec3 viewPosition) {
vec4 pos;
pos.xyz = viewPosition;
pos.w = 0.0;
pos = gbufferModelViewInverse * pos;
return pos.xyz;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
vec4 encode (vec3 n, vec2 lightmaps){
n.xy = n.xy / dot(abs(n), vec3(1.0));
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
vec2 encn = clamp(n.xy * 0.5 + 0.5,-1.0,1.0);
return vec4(encn,vec2(lightmaps.x,lightmaps.y));
}
//encode normal in two channels (xy),torch(z) and sky lightmap (w)
// vec4 encode_old (vec3 n){
// return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5,vec2(lmtexcoord.z,lmtexcoord.w));
// }
// vec4 encode_old (vec3 n, vec2 lightmaps){
// return vec4(n.xy*inversesqrt(n.z*8.0+8.0) + 0.5,vec2(lightmaps.x,lightmaps.y));
// }
#ifdef MC_NORMAL_MAP
vec3 applyBump(mat3 tbnMatrix, vec3 bump)
{
float bumpmult = 1.0;
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
return normalize(bump*tbnMatrix);
}
#endif
//encoding by jodie
float encodeVec2(vec2 a){
const vec2 constant1 = vec2( 1., 256.) / 65535.;
vec2 temp = floor( a * 255. );
return temp.x*constant1.x+temp.y*constant1.y;
}
float encodeVec2(float x,float y){
return encodeVec2(vec2(x,y));
}
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
vec3 toClipSpace3(vec3 viewSpacePosition) {
return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
#ifdef POM
vec4 readNormal(in vec2 coord)
{
return texture2DGradARB(normals,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
vec4 readTexture(in vec2 coord)
{
return texture2DGradARB(texture,fract(coord)*vtexcoordam.pq+vtexcoordam.st,dcdx,dcdy);
}
#endif
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:178 */
void main() {
// float noise = interleaved_gradientNoise();
float phi = 2 * 3.14159265359;
float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
// float noise = interleaved_gradientNoise();
vec3 normal = normalMat.xyz;
#ifdef MC_NORMAL_MAP
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
mat3 tbnMatrix = mat3(tangent.x, tangent2.x, normal.x,
tangent.y, tangent2.y, normal.y,
tangent.z, tangent2.z, normal.z);
#endif
#ifdef POM
vec2 tempOffset=offsets[framemod8];
vec2 adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 viewVector = normalize(tbnMatrix*fragpos);
float dist = length(fragpos);
// #ifdef Depth_Write_POM
gl_FragDepth = gl_FragCoord.z;
// #endif
if (dist < MAX_OCCLUSION_DISTANCE) {
if ( viewVector.z < 0.0 && readNormal(vtexcoord.st).a < 0.9999 && readNormal(vtexcoord.st).a > 0.00001) {
vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
vec3 coord = vec3(vtexcoord.st, 1.0);
coord += noise*interval;
float sumVec = noise;
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; }
if (coord.t < mincoord) {
if (readTexture(vec2(coord.s,mincoord)).a == 0.0) {
coord.t = mincoord;
discard;
}
}
adjustedTexCoord = mix(fract(coord.st)*vtexcoordam.pq+vtexcoordam.st, adjustedTexCoord, max(dist-MIX_OCCLUSION_DISTANCE,0.0)/(MAX_OCCLUSION_DISTANCE-MIX_OCCLUSION_DISTANCE));
vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
// #ifdef Depth_Write_POM
gl_FragDepth = toClipSpace3(truePos).z;
// #endif
}
}
vec4 data0 = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy);
#ifdef DISABLE_ALPHA_MIPMAPS
data0.a = texture2DGradARB(texture, adjustedTexCoord.xy,vec2(0.),vec2(0.0)).a;
#endif
if (data0.a > 0.1) data0.a = normalMat.a;
else data0.a = 0.0;
// normal = applyBump(tbnMatrix,texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz*2.-1.);
// data0.rgb*=color.rgb;
// vec4 data1 = clamp(noise*exp2(-8.)+encode_old(normal),0.,1.0);
// gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x),encodeVec2(data0.y,data1.y),encodeVec2(data0.z,data1.z),encodeVec2(data1.w,data0.w));
vec2 lm = lmtexcoord.zw;
// vec3 normalTex = texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz;
// normal = applyBump(tbnMatrix,texture2DGradARB(normals,adjustedTexCoord.xy,dcdx,dcdy).xyz*2.0-1.0);
// #ifdef MC_NORMAL_MAP
vec3 normalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb;
#ifndef SSAO
#ifdef texture_ao
lm *= clamp( pow(normalTex.b,0.4) ,0,1); // texture ao? i think? i dont know
// lm *= clamp(0.5 + pow(normalTex.b,0.1) - max(normalTex.g,0),0,1) ; // texture ao? i think? i dont know
#endif
#endif
normalTex.xy = normalTex.xy*2.0-1.0;
normalTex.z = sqrt(1.0 - dot(normalTex.xy, normalTex.xy));
normal = applyBump(tbnMatrix,normalTex);
// #endif
data0.rgb*=color.rgb;
float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb);
data0.rgb = clamp(data0.rgb*pow(avgBlockLum,-0.33)*0.85,0.0,1.0);
vec4 data1 = clamp(encode(viewToWorld(normal), lm),0.,1.0);
gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x),encodeVec2(data0.y,data1.y),encodeVec2(data0.z,data1.z),encodeVec2(data1.w,data0.w));
gl_FragData[1] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy);
gl_FragData[1].a = 0.0;
#else
vec4 data0 = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias);
vec4 specularMap = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias);
gl_FragData[2].rgba = specularMap;
data0.rgb *= color.rgb + vec3(0,255,0);
float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb);
data0.rgb = clamp(data0.rgb*pow(avgBlockLum,-0.33)*0.85,0.0,1.0);
#ifdef DISABLE_ALPHA_MIPMAPS
data0.a = texture2DLod(texture,lmtexcoord.xy,0).a;
#endif
if (data0.a > 0.1) data0.a = normalMat.a;
else data0.a = 0.0;
vec2 lm = lmtexcoord.zw;
#ifdef MC_NORMAL_MAP
vec3 normalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgb;
// #ifndef SSAO
// #ifdef texture_ao
// lm *= clamp( pow(normalTex.b,0.4) ,0,1); // texture ao? i think? i dont know
// // lm *= clamp(0.5 + pow(normalTex.b,0.1) - max(normalTex.g,0),0,1) ; // texture ao? i think? i dont know
// #endif
// #endif
normalTex.xy = normalTex.xy*2.0-1.0;
normalTex.z = clamp(sqrt(1.0 - dot(normalTex.xy, normalTex.xy)),0.0,1.0);
normal = applyBump(tbnMatrix,normalTex);
#endif
// #ifdef MC_NORMAL_MAP
// normal =clamp( applyBump(tbnMatrix,texture2D(normals, lmtexcoord.xy,Texture_MipMap_Bias).rgb*2.0-1.0),-1.,1.);
// #endif
// vec4 data1 = clamp(noise/256.+encode(normal, lm),0.,1.0);
vec4 data1 = clamp(encode(viewToWorld(normal), lm),0.,1.0);
vec2 texcoord = gl_FragCoord.xy*lmtexcoord.xy;
vec4 data = texture2D(colortex1,texcoord);
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
gl_FragData[0] = vec4(encodeVec2(data0.x,data1.x), encodeVec2(data0.y,data1.y), encodeVec2(data0.z,data1.z), encodeVec2(data1.w,data0.w));
gl_FragData[1].a = 0.0;
// float emissionMat = specularMap.a < 1.0 ? specularMap.a * specularMap.a : 0.0;
// gl_FragData[0].rgb = mix(gl_FragData[0].rgb, vec3(emissionMat) ,1);
#endif
}