mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
do stupid thing
This commit is contained in:
@ -8,6 +8,7 @@
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varying vec4 lmtexcoord;
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varying vec4 color;
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uniform vec4 entityColor;
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#ifdef OVERWORLD_SHADER
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const bool shadowHardwareFiltering = true;
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@ -26,14 +27,7 @@ varying vec4 color;
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flat varying vec4 lightCol;
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#endif
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#ifdef BLOCKENTITIES
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#undef WATER_REFLECTIONS
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#endif
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#ifdef ENTITIES
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#undef WATER_BACKGROUND_SPECULAR
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#undef SCREENSPACE_REFLECTIONS
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#endif
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flat varying float HELD_ITEM_BRIGHTNESS;
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@ -41,10 +35,14 @@ const bool colortex4MipmapEnabled = true;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex1;
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uniform sampler2D depthtex0;
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#ifdef DISTANT_HORIZONS
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uniform sampler2D dhDepthTex1;
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#endif
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uniform sampler2D colortex7;
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uniform sampler2D colortex12;
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uniform sampler2D colortex14;
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uniform sampler2D colortex5;
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uniform sampler2D colortex6;
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uniform sampler2D texture;
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uniform sampler2D specular;
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@ -61,6 +59,7 @@ varying vec3 binormal;
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varying vec3 flatnormal;
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flat varying float exposure;
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uniform vec3 sunVec;
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@ -114,26 +113,22 @@ uniform vec3 nsunColor;
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#endif
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#include "/lib/diffuse_lighting.glsl"
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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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float interleaved_gradientNoise_temporal(){
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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 interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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float interleaved_gradientNoise(float temporal){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal);
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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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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@ -150,35 +145,26 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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#define PW_DEPTH 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0]
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#define PW_POINTS 1 //[2 4 6 8 16 32]
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#define PW_DEPTH 1.5 //[0.5 1.0 1.5 2.0 2.5 3.0]
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#define PW_POINTS 2 //[2 4 6 8 16 32]
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varying vec3 viewVector;
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vec3 getParallaxDisplacement(vec3 posxz) {
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vec3 parallaxPos = posxz;
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vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0;
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float waterHeight = getWaterHeightmap(posxz.xz);
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parallaxPos.xz += waterHeight * vec;
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vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
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// float waterHeight = (1.0 - (getWaterHeightmap(posxz.xz)*0.5+0.5)) * 2.0 - 1.0;
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float waterHeight = getWaterHeightmap(posxz.xz) * 2.0;
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parallaxPos.xz -= waterHeight * vec;
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return parallaxPos;
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}
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// vec3 getParallaxDisplacement(vec3 posxz,float bumpmult,vec3 viewVec) {
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// vec3 parallaxPos = posxz;
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// vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
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// float waterHeight = getWaterHeightmap(posxz.xz) ;
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// parallaxPos.xz += waterHeight * vec;
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// return parallaxPos;
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// }
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = 1;
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float bumpmult = puddle_values;
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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//
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return normalize(bump*tbnMatrix);
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}
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@ -275,12 +261,8 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
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// decode depth buffer
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// float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
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#ifdef HAND
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vec2 testthing = spos.xy*texelSize; // fix for ssr on hand
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#else
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vec2 testthing = spos.xy/texelSize/4.0;
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#endif
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float sp = sqrt((texelFetch2D(colortex4,ivec2(testthing),0).a)/65000.0);
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float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0);
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sp = invLinZ(sp);
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if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
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@ -299,8 +281,8 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
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return vec3(1.1);
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}
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vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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r = pow(r,2.5);
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float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) {
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r = max(pow(r,2.5), 0.0001);
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vec3 h = l + v;
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float hn = inversesqrt(dot(h, h));
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@ -310,94 +292,202 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
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float dotNL = clamp(dot(n,l),0.,1.);
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float dotNHsq = dotNH*dotNH;
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float denom = dotNHsq * r - dotNHsq + 1.0;
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float denom = dotNHsq * r - dotNHsq + 1.;
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float D = r / (3.141592653589793 * denom * denom);
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vec3 F = 0.2 + (1. - F0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
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float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
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float k2 = .25 * r;
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return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
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}
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uniform float dhFarPlane;
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#include "/lib/DistantHorizons_projections.glsl"
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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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float darkSpecularHighlight(vec3 playerPos, vec3 normal, float roughness, float f0){
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roughness = max(pow(1.0 - roughness, 2.0),0.002);
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float distanceFalloff = clamp( exp(-7.0 * (length(playerPos) / 16.0)) ,0.0,1.0);
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float NdotP = clamp(1.0 + dot(normal, normalize(playerPos)),0.0,1.0);
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// #undef BASIC_SHADOW_FILTER
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float specularHighlight = exp( -(1.0 / roughness) * NdotP ) * f0;
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#ifdef OVERWORLD_SHADER
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float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade, float noise){
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return specularHighlight * distanceFalloff;
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if(maxDistFade <= 0.0) return 1.0;
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// setup shadow projection
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vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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// un-distort
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#ifdef DISTORT_SHADOWMAP
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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#else
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float distortFactor = 1.0;
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#endif
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// hamburger
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
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float shadowmap = 0.0;
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vec3 translucentTint = vec3(0.0);
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#ifndef HAND
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projectedShadowPosition.z -= 0.0001;
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#endif
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#if defined ENTITIES
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projectedShadowPosition.z -= 0.0002;
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#endif
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#ifdef BASIC_SHADOW_FILTER
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int samples = int(SHADOW_FILTER_SAMPLE_COUNT * 0.5);
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float rdMul = 14.0*distortFactor*d0*k/shadowMapResolution;
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for(int i = 0; i < samples; i++){
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vec2 offsetS = tapLocation_simple(i, 7, 9, noise) *0.5;
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projectedShadowPosition.xy += rdMul*offsetS;
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#else
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int samples = 1;
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#endif
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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// determine when opaque shadows are overlapping translucent shadows by getting the difference of opaque depth and translucent depth
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float shadowDepthDiff = pow(clamp((shadow2D(shadowtex1, projectedShadowPosition).x - projectedShadowPosition.z) * 2.0,0.0,1.0),2.0);
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// get opaque shadow data to get opaque data from translucent shadows.
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float opaqueShadow = shadow2D(shadowtex0, projectedShadowPosition).x;
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shadowmap += max(opaqueShadow, shadowDepthDiff);
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// get translucent shadow data
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vec4 translucentShadow = texture2D(shadowcolor0, projectedShadowPosition.xy);
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// this curve simply looked the nicest. it has no other meaning.
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float shadowAlpha = pow(1.0 - pow(translucentShadow.a,5.0),0.2);
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// normalize the color to remove luminance, and keep the hue. remove all opaque color.
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// mulitply shadow alpha to shadow color, but only on surfaces facing the lightsource. this is a tradeoff to protect subsurface scattering's colored shadow tint from shadow bias on the back of the caster.
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translucentShadow.rgb = max(normalize(translucentShadow.rgb + 0.0001), max(opaqueShadow, 1.0-shadowAlpha)) * shadowAlpha;
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// make it such that full alpha areas that arent in a shadow have a value of 1.0 instead of 0.0
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translucentTint += mix(translucentShadow.rgb, vec3(1.0), opaqueShadow*shadowDepthDiff);
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#else
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shadowmap += shadow2D(shadow, projectedShadowPosition).x;
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#endif
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#ifdef BASIC_SHADOW_FILTER
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}
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#endif
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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// tint the lightsource color with the translucent shadow color
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directLightColor *= mix(vec3(1.0), translucentTint.rgb / samples, maxDistFade);
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#endif
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return mix(1.0, shadowmap / samples, maxDistFade);
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}
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#endif
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void convertHandDepth(inout float depth) {
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float ndcDepth = depth * 2.0 - 1.0;
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ndcDepth /= MC_HAND_DEPTH;
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depth = ndcDepth * 0.5 + 0.5;
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}
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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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uniform vec4 entityColor;
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/* RENDERTARGETS:2,7,11,14 */
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void main() {
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if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
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vec3 FragCoord = gl_FragCoord.xyz;
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#ifdef HAND
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convertHandDepth(FragCoord.z);
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#endif
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vec2 tempOffset = offsets[framemod8];
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vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
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vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
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vec3 viewPos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////// MATERIAL MASKS ////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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float MATERIALS = normalMat.w;
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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// 1.0 = water mask
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// 0.9 = entity mask
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// 0.8 = reflective entities
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// 0.7 = reflective blocks
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// 0.1 = hand mask
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#ifdef HAND
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MATERIALS = 0.1;
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#endif
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// bool isHand = abs(MATERIALS - 0.1) < 0.01;
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bool isWater = MATERIALS > 0.99;
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bool isReflectiveEntity = abs(MATERIALS - 0.8) < 0.01;
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bool isReflective = abs(MATERIALS - 0.7) < 0.01 || isWater || isReflectiveEntity;
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bool isEntity = abs(MATERIALS - 0.9) < 0.01 || isReflectiveEntity;
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////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////// ALBEDO /////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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float UnchangedAlpha = gl_FragData[0].a;
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float iswater = normalMat.w;
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#ifdef HAND
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iswater = 0.1;
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#ifdef WhiteWorld
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gl_FragData[0].rgb = vec3(0.5);
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gl_FragData[0].a = 1.0;
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#endif
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#ifdef Vanilla_like_water
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if (iswater > 0.95){
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Albedo *= sqrt(luma(Albedo));
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// Albedo = toLinear( gl_FragData[0].rgb * sqrt(luma(gl_FragData[0].rgb)));
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}
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#else
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if (iswater > 0.95){
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Albedo = vec3(0.0);
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gl_FragData[0].a = 1.0/255.0;
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}
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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#ifndef WhiteWorld
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#ifdef Vanilla_like_water
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if (isWater) Albedo *= sqrt(luma(Albedo));
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#else
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if (isWater){
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Albedo = vec3(0.0);
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gl_FragData[0].a = 1.0/255.0;
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}
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#endif
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#endif
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#ifdef ENTITIES
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Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
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#endif
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vec4 COLORTEST = vec4(Albedo, UnchangedAlpha);
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vec4 GLASS_TINT_COLORS = vec4(Albedo, UnchangedAlpha);
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#ifdef BIOME_TINT_WATER
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if (iswater > 0.95) COLORTEST.rgb = color.rgb;
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if (isWater) GLASS_TINT_COLORS.rgb = toLinear(color.rgb);
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#endif
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////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////// NORMALS ///////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////
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//////////////////////////////// NORMAL
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////////////////////////////////
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vec3 normal = normalMat.xyz;
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vec3 normal = normalMat.xyz; // in viewSpace
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vec3 worldSpaceNormal = viewToWorld(normal).xyz;
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vec2 TangentNormal = vec2(0); // for refractions
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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@ -405,40 +495,44 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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tangent.y, tangent2.y, normal.y,
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tangent.z, tangent2.z, normal.z);
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
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vec3 NormalTex = vec3(texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).xy,0.0);
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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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// tangent space normals for refraction
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TangentNormal = NormalTex.xy*0.5+0.5;
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
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#ifndef HAND
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if (iswater > 0.95){
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vec3 posxz = feetPlayerPos + cameraPosition;
|
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if (isWater){
|
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vec3 posxz = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz) + cameraPosition;
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// make the waves flow in the direction the water faces, except for perfectly up facing parts.
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if(abs(worldSpaceNormal.y) < 0.9995) posxz.xz -= (posxz.y + frameTimeCounter*3 * WATER_WAVE_SPEED) * normalize(worldSpaceNormal.xz) ;
|
||||
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float bumpmult = 1.0;
|
||||
|
||||
posxz.xyz = getParallaxDisplacement(posxz) ;
|
||||
|
||||
posxz.xyz = getParallaxDisplacement(posxz);
|
||||
vec3 bump = normalize(getWaveNormal(posxz, false));
|
||||
|
||||
TangentNormal = (bump.xy/3.0)*0.5+0.5; // tangent space normals for refraction
|
||||
|
||||
float bumpmult = 10.0 * WATER_WAVE_STRENGTH;
|
||||
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
|
||||
normal = normalize(bump * tbnMatrix);
|
||||
|
||||
NormalTex.xyz = bump;
|
||||
|
||||
// tangent space normals for refraction
|
||||
TangentNormal = (bump.xy/3.0)*0.5+0.5;
|
||||
}
|
||||
#endif
|
||||
|
||||
gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(COLORTEST.rg), encodeVec2(COLORTEST.ba), UnchangedAlpha);
|
||||
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
|
||||
|
||||
vec3 WS_normal = viewToWorld(normal);
|
||||
////////////////////////////////
|
||||
//////////////////////////////// DIFFUSE LIGHTING
|
||||
////////////////////////////////
|
||||
gl_FragData[2] = vec4(encodeVec2(TangentNormal), encodeVec2(GLASS_TINT_COLORS.rg), encodeVec2(GLASS_TINT_COLORS.ba), 1.0);
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////// DIFFUSE LIGHTING //////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
vec2 lightmap = lmtexcoord.zw;
|
||||
|
||||
// lightmap.y = 1.0;
|
||||
|
||||
#ifndef OVERWORLD_SHADER
|
||||
lightmap.y = 1.0;
|
||||
@ -451,127 +545,62 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
vec3 Indirect_lighting = vec3(0.0);
|
||||
vec3 MinimumLightColor = vec3(1.0);
|
||||
if(isEyeInWater == 1) MinimumLightColor = vec3(10.0);
|
||||
|
||||
vec3 Direct_lighting = vec3(0.0);
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
vec3 DirectLightColor = lightCol.rgb/80.0;
|
||||
float NdotL = clamp(dot(normal, normalize(WsunVec*mat3(gbufferModelViewInverse))),0.0,1.0); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
|
||||
vec3 Shadows = vec3(0.0);
|
||||
bool inShadowmapBounds = false;
|
||||
float Shadows = 1.0;
|
||||
|
||||
vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
|
||||
float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+16),0.0)*5.0,1.0));
|
||||
float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,0.0)*5.0,1.0));
|
||||
|
||||
// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
|
||||
// vec3 projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos_shadow + Custom_ViewMatrix[3].xyz;
|
||||
vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz;
|
||||
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
|
||||
float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
|
||||
|
||||
//apply distortion
|
||||
#ifdef DISTORT_SHADOWMAP
|
||||
float distortFactor = calcDistort(projectedShadowPosition.xy);
|
||||
projectedShadowPosition.xy *= distortFactor;
|
||||
#else
|
||||
float distortFactor = 1.0;
|
||||
#endif
|
||||
|
||||
bool ShadowBounds = false;
|
||||
if(shadowDistanceRenderMul > 0.0) ShadowBounds = length(feetPlayerPos_shadow) < max(shadowDistance - 20,0.0);
|
||||
|
||||
if(shadowDistanceRenderMul < 0.0) ShadowBounds = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0;
|
||||
vec3 shadowPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
|
||||
|
||||
// sample shadows only if on shadow map
|
||||
if(ShadowBounds){
|
||||
if (NdotL > 0.0){
|
||||
Shadows = vec3(0.0);
|
||||
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
|
||||
Shadows = ComputeShadowMap(DirectLightColor, shadowPlayerPos, shadowMapFalloff, blueNoise());
|
||||
|
||||
#ifndef HAND
|
||||
#ifdef BASIC_SHADOW_FILTER
|
||||
const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95);
|
||||
float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor;
|
||||
float diffthresh = distortThresh/6000.0*threshMul;
|
||||
Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
|
||||
|
||||
float rdMul = 4.0/shadowMapResolution;
|
||||
float noise = blueNoise();
|
||||
Shadows *= pow(GetCloudShadow(feetPlayerPos),3);
|
||||
|
||||
int SampleCount = 7;
|
||||
for(int i = 0; i < SampleCount; i++){
|
||||
vec2 offsetS = tapLocation_simple(i, 7, 9, noise) * 0.5;
|
||||
float weight = 1.0+(i+noise)*rdMul/9.0*shadowMapResolution;
|
||||
|
||||
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
vec3 shadowProjOffsets = projectedShadowPosition + vec3(rdMul*offsetS, -diffthresh*weight);
|
||||
|
||||
float opaqueShadow = shadow2D(shadowtex0, shadowProjOffsets).x;
|
||||
Shadows += vec3(opaqueShadow/SampleCount);
|
||||
|
||||
if(shadow2D(shadowtex1, shadowProjOffsets).x > shadowProjOffsets.z){
|
||||
vec4 translucentShadow = texture2D(shadowcolor0, shadowProjOffsets.xy);
|
||||
if(translucentShadow.a < 0.9) Shadows += (normalize(translucentShadow.rgb+0.0001) * clamp(1.0-opaqueShadow,0.0,1.0)) / SampleCount;
|
||||
}
|
||||
|
||||
#else
|
||||
Shadows += vec3(shadow2D(shadow, projectedShadowPosition + vec3(rdMul*offsetS, -diffthresh*weight)).x / SampleCount);
|
||||
#endif
|
||||
|
||||
}
|
||||
#else
|
||||
|
||||
#ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
projectedShadowPosition -= vec3(0.0,0.0,0.0001);
|
||||
Shadows = vec3(shadow2D(shadowtex0, projectedShadowPosition ).x);
|
||||
|
||||
if(shadow2D(shadowtex1, projectedShadowPosition).x > projectedShadowPosition.z){
|
||||
vec4 shadowLightColor = texture2D(shadowcolor0, projectedShadowPosition.xy);
|
||||
if(shadowLightColor.a < 0.9) Shadows += normalize(shadowLightColor.rgb+0.0001);
|
||||
}
|
||||
#else
|
||||
Shadows = vec3(shadow2D(shadow, projectedShadowPosition - vec3(0.0,0.0,0.0001)).x);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
#else
|
||||
Shadows = vec3(shadow2D(shadow, projectedShadowPosition - vec3(0.0,0.0,0.0005)).x);
|
||||
#endif
|
||||
}
|
||||
inShadowmapBounds = true;
|
||||
}
|
||||
|
||||
if(!inShadowmapBounds) Shadows = vec3(1.0);
|
||||
|
||||
Shadows *= GetCloudShadow(feetPlayerPos);
|
||||
|
||||
Direct_lighting = (lightCol.rgb/80.0) * NdotL * Shadows;
|
||||
Direct_lighting = DirectLightColor * NdotL * Shadows;
|
||||
|
||||
vec3 AmbientLightColor = averageSkyCol_Clouds/30.0;
|
||||
|
||||
vec3 ambientcoefs = WS_normal / dot(abs(WS_normal), vec3(1));
|
||||
|
||||
|
||||
// vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1.0));
|
||||
|
||||
// float SkylightDir = ambientcoefs.y*1.5;
|
||||
// if(isGrass) SkylightDir = 1.25;
|
||||
|
||||
// float skylight = max(pow(viewToWorld(FlatNormals).y*0.5+0.5,0.1) + SkylightDir, 0.2 + (1.0-lightmap.y)*0.8) ;
|
||||
|
||||
|
||||
vec3 ambientcoefs = worldSpaceNormal / dot(abs(worldSpaceNormal), vec3(1.0));
|
||||
float SkylightDir = ambientcoefs.y*1.5;
|
||||
|
||||
float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.25);
|
||||
float skylight = max(pow(viewToWorld(flatnormal).y*0.5+0.5,0.1) + SkylightDir, 0.2);
|
||||
AmbientLightColor *= skylight;
|
||||
#endif
|
||||
|
||||
#ifdef NETHER_SHADER
|
||||
// vec3 AmbientLightColor = skyCloudsFromTexLOD2(WS_normal, colortex4, 6).rgb / 15.0;
|
||||
// vec3 AmbientLightColor = skyCloudsFromTexLOD2(worldSpaceNormal, colortex4, 6).rgb / 15.0;
|
||||
|
||||
// vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb/ 30.0;
|
||||
// vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb/ 30.0;
|
||||
|
||||
// up *= pow( max( WS_normal.y, 0), 2);
|
||||
// down *= pow( max(-WS_normal.y, 0), 2);
|
||||
// up *= pow( max( worldSpaceNormal.y, 0), 2);
|
||||
// down *= pow( max(-worldSpaceNormal.y, 0), 2);
|
||||
// AmbientLightColor += up + down;
|
||||
|
||||
vec3 AmbientLightColor = vec3(0.1);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef END_SHADER
|
||||
|
||||
|
||||
float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
|
||||
vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
|
||||
|
||||
@ -579,56 +608,91 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
float lightningflash = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
|
||||
vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
|
||||
|
||||
float NdotL = clamp(dot(WS_normal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
|
||||
float NdotL = clamp(dot(worldSpaceNormal, normalize(-lightPos))*0.5+0.5,0.0,1.0);
|
||||
|
||||
NdotL *= NdotL;
|
||||
|
||||
Direct_lighting = lightColors * endFogPhase(lightPos) * NdotL;
|
||||
|
||||
vec3 AmbientLightColor = vec3(0.5,0.75,1.0) * 0.9 + 0.1;
|
||||
AmbientLightColor *= clamp(1.5 + dot(WS_normal, normalize(feetPlayerPos))*0.5,0,2);
|
||||
|
||||
#endif
|
||||
Indirect_lighting = DoAmbientLightColor(feetPlayerPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
|
||||
|
||||
#ifdef ENTITIES
|
||||
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
|
||||
AmbientLightColor *= clamp(1.5 + dot(worldSpaceNormal, normalize(feetPlayerPos))*0.5,0,2);
|
||||
#endif
|
||||
|
||||
#ifdef IS_LPV_ENABLED
|
||||
vec3 lpvPos = GetLpvPosition(feetPlayerPos);
|
||||
|
||||
#ifdef LPV_NORMAL_OFFSET
|
||||
lpvPos += -0.5*worldSpaceNormal + viewToWorld(normal);
|
||||
#else
|
||||
lpvPos += 0.5*worldSpaceNormal;
|
||||
#endif
|
||||
#else
|
||||
const vec3 lpvPos = vec3(0.0);
|
||||
#endif
|
||||
|
||||
Indirect_lighting = DoAmbientLightColor(lpvPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure);
|
||||
|
||||
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;
|
||||
|
||||
// #ifdef Glass_Tint
|
||||
// FinalColor *= min(pow(gl_FragData[0].a,2.0),1.0);
|
||||
// #endif
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// SPECULAR
|
||||
////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////// SPECULAR LIGHTING /////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef DAMAGE_BLOCK_EFFECT
|
||||
#undef WATER_REFLECTIONS
|
||||
#endif
|
||||
|
||||
// #ifdef ENTITIES
|
||||
// #undef WATER_BACKGROUND_SPECULAR
|
||||
// #endif
|
||||
|
||||
#ifndef OVERWORLD_SHADER
|
||||
#undef WATER_SUN_SPECULAR
|
||||
#endif
|
||||
|
||||
#ifdef WATER_REFLECTIONS
|
||||
vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
|
||||
|
||||
SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02);
|
||||
|
||||
float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
|
||||
float f0 = SpecularTex.g;
|
||||
// if nothing is chosen, no smoothness and no reflectance
|
||||
vec2 specularValues = vec2(1.0, 0.0);
|
||||
|
||||
// roughness = 0.1;
|
||||
// f0 = 0.1;
|
||||
// hardcode specular values for select blocks like glass, water, and slime
|
||||
if(isReflective) specularValues = vec2(1.0, 0.02);
|
||||
|
||||
// detect if the specular texture is used, if it is, overwrite hardcoded values
|
||||
if(SpecularTex.r > 0.0 && SpecularTex.g <= 1.0) specularValues = SpecularTex;
|
||||
|
||||
float roughness = pow(1.0-specularValues.r,2.0);
|
||||
float f0 = isReflective ? max(specularValues.g, 0.02) : specularValues.g;
|
||||
|
||||
|
||||
#ifdef HAND
|
||||
f0 = max(specularValues.g, 0.02);
|
||||
#endif
|
||||
|
||||
// specularValues = SpecularTex;
|
||||
// f0 = 0.9;
|
||||
// roughness = 0.0;
|
||||
|
||||
vec3 Metals = f0 > 229.5/255.0 ? normalize(Albedo+1e-7) * (dot(Albedo,vec3(0.21, 0.72, 0.07)) * 0.7 + 0.3) : vec3(1.0);
|
||||
|
||||
// make sure zero alpha is not forced to be full alpha by fresnel on items with funny normal padding
|
||||
if(UnchangedAlpha <= 0.0 && !isReflective) f0 = 0.0;
|
||||
|
||||
|
||||
if (f0 > 0.0){
|
||||
|
||||
if(isReflective) f0 = max(f0, 0.02);
|
||||
|
||||
if (iswater > 0.0 && gl_FragData[0].a < 0.9999999){
|
||||
vec3 Reflections_Final = vec3(0.0);
|
||||
vec4 Reflections = vec4(0.0);
|
||||
vec3 SkyReflection = vec3(0.0);
|
||||
vec3 BackgroundReflection = FinalColor;
|
||||
vec3 SunReflection = vec3(0.0);
|
||||
|
||||
float indoors = clamp((lightmap.y-0.6)*5.0, 0.0,1.0);
|
||||
|
||||
vec3 reflectedVector = reflect(normalize(viewPos), normal);
|
||||
float indoors = pow(1.0-pow(1.0-min(max(lightmap.y-0.6,0.0)*3.0,1.0),0.5),2.0);
|
||||
|
||||
vec3 reflectedVector = reflect(normalize(viewPos), normal);
|
||||
float normalDotEye = dot(normal, normalize(viewPos));
|
||||
|
||||
float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
|
||||
|
||||
#ifdef SNELLS_WINDOW
|
||||
@ -638,90 +702,80 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
|
||||
|
||||
fresnel = mix(f0, 1.0, fresnel);
|
||||
|
||||
vec3 Metals = f0 > 229.5/255.0 ? normalize(Albedo+1e-7) * (dot(Albedo,vec3(0.21, 0.72, 0.07)) * 0.7 + 0.3) : vec3(1.0);
|
||||
|
||||
|
||||
// Sun, Sky, and screen-space reflections
|
||||
#ifdef OVERWORLD_SHADER
|
||||
#ifdef WATER_SUN_SPECULAR
|
||||
SunReflection = Direct_lighting * GGX(normal, -normalize(viewPos), WsunVec*mat3(gbufferModelViewInverse), roughness, vec3(f0)) ;
|
||||
SunReflection = Direct_lighting * GGX(normal, -normalize(viewPos), WsunVec*mat3(gbufferModelViewInverse), max(roughness,0.035), f0) * Metals;
|
||||
#endif
|
||||
#ifdef WATER_BACKGROUND_SPECULAR
|
||||
if(isEyeInWater == 0) SkyReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0 ;
|
||||
if(isEyeInWater == 0 && !isReflectiveEntity) BackgroundReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0 * Metals;
|
||||
#endif
|
||||
|
||||
if(isEyeInWater == 1 && isWater) BackgroundReflection.rgb = exp(-8.0 * vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B)) * clamp(WsunVec.y*lightCol.a,0,1);
|
||||
#else
|
||||
#ifdef WATER_BACKGROUND_SPECULAR
|
||||
if(isEyeInWater == 0) SkyReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0 ;
|
||||
if(isEyeInWater == 0) BackgroundReflection = skyCloudsFromTexLOD2(mat3(gbufferModelViewInverse) * reflectedVector, colortex4, 0).rgb / 30.0 * Metals;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef SCREENSPACE_REFLECTIONS
|
||||
if(iswater > 0.0){
|
||||
vec3 rtPos = rayTrace(reflectedVector, viewPos.xyz, interleaved_gradientNoise(), fresnel, isEyeInWater == 1);
|
||||
if (rtPos.z < 1.){
|
||||
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
|
||||
Reflections.a = 1.0;
|
||||
Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb ;
|
||||
}
|
||||
vec3 rtPos = rayTrace(reflectedVector, viewPos.xyz, interleaved_gradientNoise_temporal(), fresnel, isEyeInWater == 1);
|
||||
if (rtPos.z < 1.){
|
||||
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0) {
|
||||
Reflections.a = 1.0;
|
||||
Reflections.rgb = texture2D(colortex5,previousPosition.xy).rgb * Metals;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef OVERWORLD_SHADER
|
||||
if(isEyeInWater == 1 && iswater > 0.9){
|
||||
SkyReflection.rgb = exp(-8.0 * vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B)) * clamp(WsunVec.y*lightCol.a,0,1);
|
||||
}
|
||||
|
||||
// if(iswater > 0.9) SkyReflection.rgb = mix(vec3(CaveFogColor_R, CaveFogColor_G, CaveFogColor_B)*0.1, SkyReflection.rgb*indoors, clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0),0.0,1.0));
|
||||
#endif
|
||||
|
||||
float visibilityFactor = clamp(exp2((pow(roughness,3.0) / f0) * -4),0,1);
|
||||
|
||||
#ifdef ENTITIES
|
||||
Reflections_Final = FinalColor;
|
||||
#else
|
||||
Reflections_Final = mix(SkyReflection*indoors, Reflections.rgb, Reflections.a);
|
||||
Reflections_Final = mix(FinalColor, Reflections_Final * Metals, fresnel);
|
||||
#endif
|
||||
|
||||
Reflections_Final += SunReflection * Metals;
|
||||
Reflections_Final = mix(mix(FinalColor, BackgroundReflection, indoors), Reflections.rgb, Reflections.a) * fresnel * visibilityFactor;
|
||||
Reflections_Final += SunReflection;
|
||||
|
||||
// Reflections_Final += vec3(CaveFogColor_R, CaveFogColor_G, CaveFogColor_B)*0.1 * darkSpecularHighlight(feetPlayerPos, viewToWorld(normal), 0.9, 0.1);
|
||||
|
||||
gl_FragData[0].rgb = Reflections_Final ;
|
||||
|
||||
#ifndef ENTITIES
|
||||
//correct alpha channel with fresnel
|
||||
gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel);
|
||||
#endif
|
||||
//correct alpha channel with fresnel
|
||||
float alpha0 = gl_FragData[0].a;
|
||||
|
||||
gl_FragData[0].a = -gl_FragData[0].a * fresnel + gl_FragData[0].a + fresnel;
|
||||
|
||||
// prevent reflections from being darkened by buffer blending
|
||||
gl_FragData[0].rgb = clamp(FinalColor / gl_FragData[0].a*alpha0*(1.0-fresnel) * 0.1 + Reflections_Final / gl_FragData[0].a * 0.1,0.0,65100.0);
|
||||
|
||||
if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.0);
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
gl_FragData[0].rgb = FinalColor;
|
||||
gl_FragData[0].rgb = FinalColor*0.1;
|
||||
}
|
||||
|
||||
#else
|
||||
gl_FragData[0].rgb = FinalColor;
|
||||
gl_FragData[0].rgb = FinalColor*0.1;
|
||||
#endif
|
||||
|
||||
// gl_FragData[0].rgb = vec3(1) * (texelFetch2D(depthtex0,ivec2(gl_FragCoord.xy),0).x - texelFetch2D(dhDepthTex1,ivec2(gl_FragCoord.xy),0).x);
|
||||
#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION && !defined HAND
|
||||
bool WATER = texture2D(colortex7, gl_FragCoord.xy*texelSize).a > 0.0 && length(feetPlayerPos) > far-16*4 && texture2D(depthtex1, gl_FragCoord.xy*texelSize).x >= 1.0;
|
||||
|
||||
|
||||
#if defined DISTANT_HORIZONS && defined DH_OVERDRAW_PREVENTION
|
||||
gl_FragData[0].a = mix(gl_FragData[0].a, 0.0, 1.0-min(max(1.0 - length(feetPlayerPos.xz)/max(far,0.0),0.0)*2.0,1.0) );
|
||||
if(WATER) gl_FragData[0].a = 0.0;
|
||||
#endif
|
||||
|
||||
#ifndef HAND
|
||||
gl_FragData[1] = vec4(Albedo, iswater);
|
||||
gl_FragData[1] = vec4(Albedo, MATERIALS);
|
||||
#endif
|
||||
|
||||
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
|
||||
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
|
||||
#endif
|
||||
#if DEBUG_VIEW == debug_NORMALS
|
||||
gl_FragData[0].rgb = normal.xyz * 0.1 * vec3(0,0,1);
|
||||
#endif
|
||||
#if DEBUG_VIEW == debug_INDIRECT
|
||||
gl_FragData[0].rgb = Indirect_lighting* 0.1;
|
||||
#endif
|
||||
#if DEBUG_VIEW == debug_DIRECT
|
||||
gl_FragData[0].rgb = Direct_lighting * 0.1;
|
||||
#endif
|
||||
|
||||
gl_FragData[3].a = lmtexcoord.w;
|
||||
gl_FragData[3].a = encodeVec2(lightmap);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user