do stupid thing

This commit is contained in:
Xonk
2024-05-04 21:36:06 -04:00
parent 156a8350c4
commit 00b62d436f
14 changed files with 1100 additions and 1670 deletions

View File

@ -8,6 +8,7 @@
varying vec4 lmtexcoord;
varying vec4 color;
uniform vec4 entityColor;
#ifdef OVERWORLD_SHADER
const bool shadowHardwareFiltering = true;
@ -26,14 +27,7 @@ varying vec4 color;
flat varying vec4 lightCol;
#endif
#ifdef BLOCKENTITIES
#undef WATER_REFLECTIONS
#endif
#ifdef ENTITIES
#undef WATER_BACKGROUND_SPECULAR
#undef SCREENSPACE_REFLECTIONS
#endif
flat varying float HELD_ITEM_BRIGHTNESS;
@ -41,10 +35,14 @@ const bool colortex4MipmapEnabled = true;
uniform sampler2D noisetex;
uniform sampler2D depthtex1;
uniform sampler2D depthtex0;
#ifdef DISTANT_HORIZONS
uniform sampler2D dhDepthTex1;
#endif
uniform sampler2D colortex7;
uniform sampler2D colortex12;
uniform sampler2D colortex14;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D texture;
uniform sampler2D specular;
@ -61,6 +59,7 @@ varying vec3 binormal;
varying vec3 flatnormal;
flat varying float exposure;
uniform vec3 sunVec;
@ -114,26 +113,22 @@ uniform vec3 nsunColor;
#endif
#include "/lib/diffuse_lighting.glsl"
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) ;
float interleaved_gradientNoise_temporal(){
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
// vec2 coord = gl_FragCoord.xy;
float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
return noise ;
}
float interleaved_gradientNoise(float temporal){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+temporal);
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
float R2_dither(){
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
@ -150,35 +145,26 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
#define PW_DEPTH 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0]
#define PW_POINTS 1 //[2 4 6 8 16 32]
#define PW_DEPTH 1.5 //[0.5 1.0 1.5 2.0 2.5 3.0]
#define PW_POINTS 2 //[2 4 6 8 16 32]
varying vec3 viewVector;
vec3 getParallaxDisplacement(vec3 posxz) {
vec3 parallaxPos = posxz;
vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0;
float waterHeight = getWaterHeightmap(posxz.xz);
parallaxPos.xz += waterHeight * vec;
vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
// float waterHeight = (1.0 - (getWaterHeightmap(posxz.xz)*0.5+0.5)) * 2.0 - 1.0;
float waterHeight = getWaterHeightmap(posxz.xz) * 2.0;
parallaxPos.xz -= waterHeight * vec;
return parallaxPos;
}
// vec3 getParallaxDisplacement(vec3 posxz,float bumpmult,vec3 viewVec) {
// vec3 parallaxPos = posxz;
// vec2 vec = viewVector.xy * (1.0 / float(PW_POINTS)) * 22.0 * PW_DEPTH;
// float waterHeight = getWaterHeightmap(posxz.xz) ;
// parallaxPos.xz += waterHeight * vec;
// return parallaxPos;
// }
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
float bumpmult = 1;
float bumpmult = puddle_values;
bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
//
return normalize(bump*tbnMatrix);
}
@ -275,12 +261,8 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
// decode depth buffer
// float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
#ifdef HAND
vec2 testthing = spos.xy*texelSize; // fix for ssr on hand
#else
vec2 testthing = spos.xy/texelSize/4.0;
#endif
float sp = sqrt((texelFetch2D(colortex4,ivec2(testthing),0).a)/65000.0);
float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0);
sp = invLinZ(sp);
if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
@ -299,8 +281,8 @@ vec3 rayTrace(vec3 dir, vec3 position,float dither, float fresnel, bool inwater)
return vec3(1.1);
}
vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
r = pow(r,2.5);
float GGX(vec3 n, vec3 v, vec3 l, float r, float f0) {
r = max(pow(r,2.5), 0.0001);
vec3 h = l + v;
float hn = inversesqrt(dot(h, h));
@ -310,94 +292,202 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
float dotNL = clamp(dot(n,l),0.,1.);
float dotNHsq = dotNH*dotNH;
float denom = dotNHsq * r - dotNHsq + 1.0;
float denom = dotNHsq * r - dotNHsq + 1.;
float D = r / (3.141592653589793 * denom * denom);
vec3 F = 0.2 + (1. - F0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
float F = f0 + (1. - f0) * exp2((-5.55473*dotLH-6.98316)*dotLH);
float k2 = .25 * r;
return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
}
uniform float dhFarPlane;
#include "/lib/DistantHorizons_projections.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
float darkSpecularHighlight(vec3 playerPos, vec3 normal, float roughness, float f0){
roughness = max(pow(1.0 - roughness, 2.0),0.002);
float distanceFalloff = clamp( exp(-7.0 * (length(playerPos) / 16.0)) ,0.0,1.0);
float NdotP = clamp(1.0 + dot(normal, normalize(playerPos)),0.0,1.0);
// #undef BASIC_SHADOW_FILTER
float specularHighlight = exp( -(1.0 / roughness) * NdotP ) * f0;
#ifdef OVERWORLD_SHADER
float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade, float noise){
return specularHighlight * distanceFalloff;
if(maxDistFade <= 0.0) return 1.0;
// setup shadow projection
vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
// un-distort
#ifdef DISTORT_SHADOWMAP
float distortFactor = calcDistort(projectedShadowPosition.xy);
projectedShadowPosition.xy *= distortFactor;
#else
float distortFactor = 1.0;
#endif
// hamburger
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
float shadowmap = 0.0;
vec3 translucentTint = vec3(0.0);
#ifndef HAND
projectedShadowPosition.z -= 0.0001;
#endif
#if defined ENTITIES
projectedShadowPosition.z -= 0.0002;
#endif
#ifdef BASIC_SHADOW_FILTER
int samples = int(SHADOW_FILTER_SAMPLE_COUNT * 0.5);
float rdMul = 14.0*distortFactor*d0*k/shadowMapResolution;
for(int i = 0; i < samples; i++){
vec2 offsetS = tapLocation_simple(i, 7, 9, noise) *0.5;
projectedShadowPosition.xy += rdMul*offsetS;
#else
int samples = 1;
#endif
#ifdef TRANSLUCENT_COLORED_SHADOWS
// determine when opaque shadows are overlapping translucent shadows by getting the difference of opaque depth and translucent depth
float shadowDepthDiff = pow(clamp((shadow2D(shadowtex1, projectedShadowPosition).x - projectedShadowPosition.z) * 2.0,0.0,1.0),2.0);
// get opaque shadow data to get opaque data from translucent shadows.
float opaqueShadow = shadow2D(shadowtex0, projectedShadowPosition).x;
shadowmap += max(opaqueShadow, shadowDepthDiff);
// get translucent shadow data
vec4 translucentShadow = texture2D(shadowcolor0, projectedShadowPosition.xy);
// this curve simply looked the nicest. it has no other meaning.
float shadowAlpha = pow(1.0 - pow(translucentShadow.a,5.0),0.2);
// normalize the color to remove luminance, and keep the hue. remove all opaque color.
// 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.
translucentShadow.rgb = max(normalize(translucentShadow.rgb + 0.0001), max(opaqueShadow, 1.0-shadowAlpha)) * shadowAlpha;
// make it such that full alpha areas that arent in a shadow have a value of 1.0 instead of 0.0
translucentTint += mix(translucentShadow.rgb, vec3(1.0), opaqueShadow*shadowDepthDiff);
#else
shadowmap += shadow2D(shadow, projectedShadowPosition).x;
#endif
#ifdef BASIC_SHADOW_FILTER
}
#endif
#ifdef TRANSLUCENT_COLORED_SHADOWS
// tint the lightsource color with the translucent shadow color
directLightColor *= mix(vec3(1.0), translucentTint.rgb / samples, maxDistFade);
#endif
return mix(1.0, shadowmap / samples, maxDistFade);
}
#endif
void convertHandDepth(inout float depth) {
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
depth = ndcDepth * 0.5 + 0.5;
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform vec4 entityColor;
/* RENDERTARGETS:2,7,11,14 */
void main() {
if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) {
vec3 FragCoord = gl_FragCoord.xyz;
#ifdef HAND
convertHandDepth(FragCoord.z);
#endif
vec2 tempOffset = offsets[framemod8];
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
vec3 viewPos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// MATERIAL MASKS ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
float MATERIALS = normalMat.w;
////////////////////////////////
//////////////////////////////// ALBEDO
////////////////////////////////
// 1.0 = water mask
// 0.9 = entity mask
// 0.8 = reflective entities
// 0.7 = reflective blocks
// 0.1 = hand mask
#ifdef HAND
MATERIALS = 0.1;
#endif
// bool isHand = abs(MATERIALS - 0.1) < 0.01;
bool isWater = MATERIALS > 0.99;
bool isReflectiveEntity = abs(MATERIALS - 0.8) < 0.01;
bool isReflective = abs(MATERIALS - 0.7) < 0.01 || isWater || isReflectiveEntity;
bool isEntity = abs(MATERIALS - 0.9) < 0.01 || isReflectiveEntity;
////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// ALBEDO /////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
vec3 Albedo = toLinear(gl_FragData[0].rgb);
float UnchangedAlpha = gl_FragData[0].a;
float iswater = normalMat.w;
#ifdef HAND
iswater = 0.1;
#ifdef WhiteWorld
gl_FragData[0].rgb = vec3(0.5);
gl_FragData[0].a = 1.0;
#endif
#ifdef Vanilla_like_water
if (iswater > 0.95){
Albedo *= sqrt(luma(Albedo));
// Albedo = toLinear( gl_FragData[0].rgb * sqrt(luma(gl_FragData[0].rgb)));
}
#else
if (iswater > 0.95){
Albedo = vec3(0.0);
gl_FragData[0].a = 1.0/255.0;
}
vec3 Albedo = toLinear(gl_FragData[0].rgb);
#ifndef WhiteWorld
#ifdef Vanilla_like_water
if (isWater) Albedo *= sqrt(luma(Albedo));
#else
if (isWater){
Albedo = vec3(0.0);
gl_FragData[0].a = 1.0/255.0;
}
#endif
#endif
#ifdef ENTITIES
Albedo.rgb = mix(Albedo.rgb, entityColor.rgb, clamp(entityColor.a*1.5,0,1));
#endif
vec4 COLORTEST = vec4(Albedo, UnchangedAlpha);
vec4 GLASS_TINT_COLORS = vec4(Albedo, UnchangedAlpha);
#ifdef BIOME_TINT_WATER
if (iswater > 0.95) COLORTEST.rgb = color.rgb;
if (isWater) GLASS_TINT_COLORS.rgb = toLinear(color.rgb);
#endif
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// NORMALS ///////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////
//////////////////////////////// NORMAL
////////////////////////////////
vec3 normal = normalMat.xyz;
vec3 normal = normalMat.xyz; // in viewSpace
vec3 worldSpaceNormal = viewToWorld(normal).xyz;
vec2 TangentNormal = vec2(0); // for refractions
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
@ -405,40 +495,44 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
tangent.y, tangent2.y, normal.y,
tangent.z, tangent2.z, normal.z);
vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
vec3 NormalTex = vec3(texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).xy,0.0);
NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
// tangent space normals for refraction
TangentNormal = NormalTex.xy*0.5+0.5;
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
#ifndef HAND
if (iswater > 0.95){
vec3 posxz = feetPlayerPos + cameraPosition;
if (isWater){
vec3 posxz = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz) + cameraPosition;
// make the waves flow in the direction the water faces, except for perfectly up facing parts.
if(abs(worldSpaceNormal.y) < 0.9995) posxz.xz -= (posxz.y + frameTimeCounter*3 * WATER_WAVE_SPEED) * normalize(worldSpaceNormal.xz) ;
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);
}
}