Fix Emissives in end/nether. fix tiny labSSS curve issue

This commit is contained in:
Xonk
2023-07-01 15:53:13 -04:00
parent 825819c0cb
commit 08ff5ab8bb
12 changed files with 602 additions and 374 deletions

View File

@ -4,7 +4,6 @@
#include "/lib/settings.glsl"
flat varying int NameTags;
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
@ -30,31 +29,30 @@ const int MAX_OCCLUSION_POINTS = MAX_ITERATIONS;
uniform vec2 texelSize;
uniform int framemod8;
#ifdef POM
// #ifdef POM
varying vec4 vtexcoordam; // .st for add, .pq for mul
varying vec4 vtexcoord;
#endif
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
// #endif
#include "/lib/res_params.glsl"
varying vec4 lmtexcoord;
varying vec4 color;
varying vec4 NoSeasonCol;
varying vec4 seasonColor;
uniform float far;
varying vec4 normalMat;
#ifdef MC_NORMAL_MAP
varying vec4 tangent;
uniform float wetness;
uniform sampler2D normals;
uniform sampler2D specular;
varying vec3 FlatNormals;
varying vec4 tangent;
uniform sampler2D normals;
varying vec3 FlatNormals;
#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 specular;
flat varying int lightningBolt;
uniform sampler2D texture;
@ -69,37 +67,19 @@ uniform vec3 cameraPosition;
uniform float rainStrength;
uniform sampler2D noisetex;//depth
uniform sampler2D depthtex0;
in vec3 test_motionVectors;
flat varying float blockID;
flat varying float SSSAMOUNT;
flat varying float EMISSIVE;
flat varying int LIGHTNING;
flat varying int SIGN;
// float interleaved_gradientNoise(){
// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
// }
// float interleaved_gradientNoise(){
// vec2 alpha = vec2(0.75487765, 0.56984026);
// vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
// return noise;
// }
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
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];
@ -116,26 +96,6 @@ mat3 inverse(mat3 m) {
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));
}
#ifdef MC_NORMAL_MAP
vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
@ -145,6 +105,28 @@ vec4 encode (vec3 n, vec2 lightmaps){
}
#endif
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));
}
//encoding by jodie
float encodeVec2(vec2 a){
const vec2 constant1 = vec2( 1., 256.) / 65535.;
@ -167,26 +149,22 @@ vec3 toScreenSpace(vec3 p) {
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);
}
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.,
@ -195,55 +173,42 @@ const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
vec3 srgbToLinear2(vec3 srgb){
return mix(
srgb / 12.92,
pow(.947867 * srgb + .0521327, vec3(2.4) ),
step( .04045, srgb )
);
}
vec3 blackbody2(float Temp)
{
float t = pow(Temp, -1.5);
float lt = log(Temp);
vec3 col = vec3(0.0);
col.x = 220000.0 * t + 0.58039215686;
col.y = 0.39231372549 * lt - 2.44549019608;
col.y = Temp > 6500. ? 138039.215686 * t + 0.72156862745 : col.y;
col.z = 0.76078431372 * lt - 5.68078431373;
col = clamp(col,0.0,1.0);
col = Temp < 1000. ? col * Temp * 0.001 : col;
return srgbToLinear2(col);
}
float densityAtPosSNOW(in vec3 pos){
pos /= 18.;
pos.xz *= 0.5;
vec3 p = floor(pos);
vec3 f = fract(pos);
f = (f*f) * (3.-2.*f);
vec2 uv = p.xz + f.xz + p.y * vec2(0.0,193.0);
vec2 coord = uv / 512.0;
vec2 xy = texture2D(noisetex, coord).yx;
return mix(xy.r,xy.g, f.y);
float bias(){
return Texture_MipMap_Bias + (blueNoise()-0.5)*0.5;
}
vec4 texture2D_POMSwitch(
sampler2D sampler,
vec2 lightmapCoord,
vec4 dcdxdcdy,
bool ifPOM
){
if(ifPOM){
return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
}else{
return texture2D(sampler, lightmapCoord, bias());
}
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* RENDERTARGETS: 1,7,8,15,10 */
/* RENDERTARGETS: 1,7,8,15 */
void main() {
float phi = 2 * 3.14159265359;
float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
bool ifPOM = false;
#ifdef POM
ifPOM = true;
#endif
if(SIGN > 0) ifPOM = false;
vec3 normal = normalMat.xyz;
vec3 normal2 = normalMat.xyz;
#ifdef MC_NORMAL_MAP
vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
@ -258,31 +223,39 @@ void main() {
vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
float torchlightmap = lmtexcoord.z;
// #ifdef Hand_Held_lights
// if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(fragpos)/10,0.0),1.5),0.0,1.0));
// #endif
float lightmap = clamp( (lmtexcoord.w-0.8) * 10.0,0.,1.);
vec2 adjustedTexCoord = lmtexcoord.xy;
#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));
adjustedTexCoord = fract(vtexcoord.st)*vtexcoordam.pq+vtexcoordam.st;
vec3 viewVector = normalize(tbnMatrix*fragpos);
float dist = length(fragpos);
gl_FragDepth = gl_FragCoord.z;
#ifdef WORLD
if (dist < MAX_OCCLUSION_DISTANCE) {
if (dist < MAX_OCCLUSION_DISTANCE) {
float depthmap = readNormal(vtexcoord.st).a;
float used_POM_DEPTH = 1.0;
if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
#ifdef Adaptive_Step_length
#ifdef Adaptive_Step_length
vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0) ;
used_POM_DEPTH = 1.0;
#else
vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
#else
vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
#endif
vec3 coord = vec3(vtexcoord.st, 1.0);
@ -293,134 +266,121 @@ void main() {
coord = coord+interval * used_POM_DEPTH;
sumVec += 1.0 * used_POM_DEPTH;
}
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));
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
vec3 truePos = fragpos + sumVec*inverse(tbnMatrix)*interval;
gl_FragDepth = toClipSpace3(truePos).z;
}
}
}
#endif
#endif
////////////////////////////////
//////////////////////////////// ALBEDO
////////////////////////////////
if(!ifPOM) adjustedTexCoord = lmtexcoord.xy;
vec4 Albedo = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy) * color;
#ifdef ENTITIES
if(NameTags == 1) Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
#endif
////////////////////////////////
//////////////////////////////// ALBEDO
////////////////////////////////
#ifdef WORLD
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
else Albedo.a = 0.0;
#endif
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
if(LIGHTNING > 0) Albedo = vec4(1);
#ifdef HAND
if (Albedo.a > 0.1) Albedo.a = 0.75;
else Albedo.a = 0.0;
#endif
#ifdef WORLD
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
else Albedo.a = 0.0;
#endif
////////////////////////////////
//////////////////////////////// NORMAL
////////////////////////////////
#ifdef HAND
if (Albedo.a > 0.1) Albedo.a = 0.75;
else Albedo.a = 0.0;
#endif
////////////////////////////////
//////////////////////////////// NORMAL
////////////////////////////////
#ifdef WORLD
#ifdef MC_NORMAL_MAP
vec3 NormalTex = texture2DGradARB(normals, adjustedTexCoord.xy, dcdx,dcdy).rgb;
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, 1.0);
#endif
////////////////////////////////
//////////////////////////////// SPECULAR
////////////////////////////////
gl_FragData[2] = texture2DGradARB(specular, adjustedTexCoord.xy,dcdx,dcdy);
////////////////////////////////
//////////////////////////////// FINALIZE
////////////////////////////////
vec4 data1 = clamp(encode(viewToWorld(normal), lmtexcoord.zw),0.,1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w));
gl_FragData[1].a = 0.0;
#else
////////////////////////////////
//////////////////////////////// NORMAL
////////////////////////////////
#ifdef MC_NORMAL_MAP
vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
vec4 NormalTex = texture2D_POMSwitch(normals, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
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.xyz, 1.0);
#endif
////////////////////////////////
//////////////////////////////// SPECULAR
////////////////////////////////
vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias);
gl_FragData[2] = SpecularTex;
////////////////////////////////
//////////////////////////////// ALBEDO
////////////////////////////////
vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
#ifdef WhiteWorld
Albedo.rgb = vec3(1.0);
#endif
#ifdef WORLD
if (Albedo.a > 0.1) Albedo.a = normalMat.a;
else Albedo.a = 0.0;
#endif
#ifdef HAND
if (Albedo.a > 0.1) Albedo.a = 0.75;
else Albedo.a = 0.0;
#endif
////////////////////////////////
//////////////////////////////// FINALIZE
////////////////////////////////
vec4 data1 = clamp( encode(viewToWorld(normal), blueNoise()*lmtexcoord.zw/50.0+lmtexcoord.zw ),0.0,1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
#ifdef WORLD
gl_FragData[1].a = 0.0;
#endif
#endif
gl_FragData[3] = vec4(FlatNormals* 0.5 + 0.5,VanillaAO);
////////////////////////////////
//////////////////////////////// SPECULAR
////////////////////////////////
#ifdef WORLD
vec4 SpecularTex = texture2D_POMSwitch(specular, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM);
gl_FragData[4].x = 0;
gl_FragData[2].rg = SpecularTex.rg;
#ifdef ENTITIES
gl_FragData[4].x = 1;
#if EMISSIVE_TYPE == 0
gl_FragData[2].a = 0.0;
#endif
#if EMISSIVE_TYPE == 1
gl_FragData[2].a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 2
gl_FragData[2].a = SpecularTex.a;
if(SpecularTex.a <= 0.0) gl_FragData[2].a = EMISSIVE;
#endif
#if EMISSIVE_TYPE == 3
gl_FragData[2].a = SpecularTex.a;
#endif
#if SSS_TYPE == 0
gl_FragData[2].b = 0.0;
#endif
#if SSS_TYPE == 1
gl_FragData[2].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 2
gl_FragData[2].b = SpecularTex.b;
if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
#endif
#if SSS_TYPE == 3
gl_FragData[2].b = SpecularTex.b;
#endif
#endif
////////////////////////////////
//////////////////////////////// FINALIZE
////////////////////////////////
vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w) / (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
gl_FragData[1].a = 0.0;
////////////////////////////////
//////////////////////////////// OTHER STUFF
////////////////////////////////
#ifdef WORLD
gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO);
#endif
// gl_FragData[4].x = 0;
// #ifdef ENTITIES
// gl_FragData[4].x = 1;
// #endif
}