improve fog upsampler and filtered effects upsampler. improve metals in specular reflections. fix end and nether not compiling, and fix SSAO making them black. redo water shader. added water caustics strength misc setting. add 2 new post process types "xonk tonemapp" and "full reinhard". create overdraw prevention for DH shadowmap. fix SSS with dh shadowmap. tweak screenspace shadow SSS to be better in the distance. add fog behind glass. move water fog to be done in the fog behind glass pass.

This commit is contained in:
Xonk
2024-03-01 22:48:09 -05:00
parent d4a239f223
commit 1ea16b150a
102 changed files with 1982 additions and 753 deletions

View File

@ -13,7 +13,6 @@ const bool colortex5MipmapEnabled = true;
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
uniform sampler2D colortex14;
#if Sun_specular_Strength != 0
#define LIGHTSOURCE_REFLECTION
@ -62,6 +61,8 @@ uniform sampler2D colortex9; //Specular
uniform sampler2D colortex10;
uniform sampler2D colortex11;
uniform sampler2D colortex12;
uniform sampler2D colortex13;
uniform sampler2D colortex14;
uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
@ -86,6 +87,9 @@ uniform float farPlane;
uniform float dhFarPlane;
uniform float dhNearPlane;
flat varying vec3 zMults;
flat varying vec3 zMults_DH;
uniform vec2 texelSize;
uniform float viewWidth;
uniform float viewHeight;
@ -298,7 +302,6 @@ void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEn
dV *= maxZ;
vec3 dVWorld = -mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
rayLength *= maxZ;
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
estEndDepth *= maxZ;
estSunDepth *= maxZ;
vec3 absorbance = vec3(1.0);
@ -325,42 +328,7 @@ void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEn
#ifdef OVERWORLD_SHADER
float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
vec2 movement = vec2(-0.035*frameTimeCounter);
float caustic = 0.0;
float weightSum = 0.0;
float radiance = 2.39996;
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
const vec2 wave_size[4] = vec2[](
vec2(64.),
vec2(32.,16.),
vec2(16.,32.),
vec2(48.)
);
for (int i = 0; i < 4; i++){
pos = rotationMatrix * pos;
vec2 speed = movement;
float waveStrength = 1.0;
if( i == 0) {
speed *= 0.15;
waveStrength = 2.0;
}
float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
weightSum -= exp2(caustic*0.1);
}
return caustic / weightSum;
}
float fogPhase(float lightPoint){
float linear = 1.0 - clamp(lightPoint*0.5+0.5,0.0,1.0);
float linear2 = 1.0 - clamp(lightPoint,0.0,1.0);
@ -370,72 +338,70 @@ float fogPhase(float lightPoint){
return exponential;
}
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
int spCount = rayMarchSampleCount;
vec3 start = toShadowSpaceProjected(rayStart);
vec3 end = toShadowSpaceProjected(rayEnd);
vec3 dV = (end-start);
//limit ray length at 32 blocks for performance and reducing integration error
//you can't see above this anyway
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
dV *= maxZ;
int spCount = rayMarchSampleCount;
vec3 start = toShadowSpaceProjected(rayStart);
vec3 end = toShadowSpaceProjected(rayEnd);
vec3 dV = (end-start);
rayLength *= maxZ;
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
estEndDepth *= maxZ;
estSunDepth *= maxZ;
//limit ray length at 32 blocks for performance and reducing integration error
//you can't see above this anyway
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
dV *= maxZ;
rayLength *= maxZ;
estEndDepth *= maxZ;
estSunDepth *= maxZ;
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz);
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
inColor *= exp(-rayLength * waterCoefs); // No need to take the integrated value
float phase = fogPhase(VdotL) * 5.0;
vec3 absorbance = vec3(1.0);
vec3 vL = vec3(0.0);
// float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
float phase = fogPhase(VdotL) ;
vec3 absorbance = vec3(1.0);
vec3 vL = vec3(0.0);
float expFactor = 11.0;
for (int i=0;i<spCount;i++) {
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
vec3 spPos = start.xyz + dV*d;
float expFactor = 11.0;
for (int i=0;i<spCount;i++) {
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
vec3 spPos = start.xyz + dV*d;
vec3 progressW = start.xyz+cameraPosition+dVWorld;
vec3 progressW = start.xyz+cameraPosition+dVWorld;
//project into biased shadowmap space
#ifdef DISTORT_SHADOWMAP
float distortFactor = calcDistort(spPos.xy);
#else
float distortFactor = 1.0;
#endif
//project into biased shadowmap space
#ifdef DISTORT_SHADOWMAP
float distortFactor = calcDistort(spPos.xy);
#else
float distortFactor = 1.0;
#endif
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
float sh = 1.0;
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
sh = shadow2D( shadow, pos).x;
}
#ifdef VL_CLOUDS_SHADOWS
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
#endif
vec3 sunMul = exp(-max(estSunDepth * d,0.0) * waterCoefs) * 5.0;
vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
vec3 Directlight = (lightSource * phase * sunMul) * sh;
vec3 Indirectlight = ambientMul*ambient;
vec3 light = (Directlight + Indirectlight) * scatterCoef;
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
absorbance *= exp(-dd * rayLength * waterCoefs);
vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
float sh = 1.0;
if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
sh = shadow2D( shadow, pos).x;
}
inColor += vL;
#ifdef VL_CLOUDS_SHADOWS
sh *= GetCloudShadow_VLFOG(progressW,WsunVec);
#endif
vec3 sunMul = exp(-estSunDepth * d * waterCoefs * 1.1);
vec3 ambientMul = exp(-estEndDepth * d * waterCoefs );
vec3 Directlight = (lightSource * phase * sunMul) * sh;
vec3 Indirectlight = ambient * ambientMul;
vec3 light = (Indirectlight + Directlight) * scatterCoef;
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
absorbance *= exp(-waterCoefs * dd * rayLength);
}
inColor += vL;
}
#endif
vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, bool isSSS){
@ -460,8 +426,9 @@ vec2 SSRT_Shadows(vec3 viewPos, bool depthCheck, vec3 lightDir, float noise, boo
vec3 direction = toClipSpace3_DH(viewPos + lightDir*rayLength, depthCheck) - clipPosition; //convert to clip space
direction.xyz = direction.xyz / max(abs(direction.x)/texelSize.x, abs(direction.y)/texelSize.y); //fixed step size
float Stepmult = depthCheck ? (isSSS ? 0.5 : 6.0) : (isSSS ? 1.0 : 3.0);
vec3 rayDir = direction * (isSSS ? 1.5 : (depthCheck ? 6.0 : 3.0)) * vec3(RENDER_SCALE,1.0);
vec3 rayDir = direction * Stepmult * vec3(RENDER_SCALE,1.0);
vec3 screenPos = clipPosition * vec3(RENDER_SCALE,1.0) + rayDir*noise;
if(isSSS) screenPos -= rayDir*0.9;
@ -502,15 +469,15 @@ float CustomPhase(float LightPos){
return Final;
}
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos, bool inShadowmapBounds){
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){
float labcurve = pow(Density, LabSSS_Curve);
float density = 15 - labcurve*10;
float density = 15.0 - labcurve*10.0;
vec3 absorbed = max(1.0 - albedo,0.0);
vec3 scatter = exp(absorbed * Scattering * -5) * exp(Scattering * -density);
vec3 scatter = exp(Scattering * absorbed * -5.0) * exp(Scattering * -density);
scatter *= labcurve;
@ -521,11 +488,11 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa
vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
vec3 absorbed = max(1.0 - albedo,0.0);
vec3 absorbColor = max(1.0 - albedo,0.0);
vec3 scatter = exp((Scattering*Scattering) * absorbed * -5.0) * sqrt(1.0 - Scattering);
vec3 scatter = vec3(1)*exp(-3.0 * (Scattering*Scattering));
scatter *= clamp(1 - exp(Density * -10),0,1);
scatter *= clamp(1.0 - exp(Density * -10.0),0.0,1.0);
return scatter;
}
@ -535,42 +502,42 @@ void Emission(
vec3 Albedo,
float Emission
){
// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
// if( Emission < 235.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness) * pow(Emission, Emissive_Curve);
}
#include "/lib/indirect_lighting_effects.glsl"
#include "/lib/PhotonGTAO.glsl"
vec4 renderInfiniteWaterPlane(
vec3 FragPosition, inout vec3 oceanNormals
){
// vec4 renderInfiniteWaterPlane(
// vec3 FragPosition, inout vec3 oceanNormals
// ){
float planeHeight = 20 + 0.50;
float total_extinction = 1.0;
vec3 color = vec3(0.0);
// float planeHeight = 20 + 0.50;
// float total_extinction = 1.0;
// vec3 color = vec3(0.0);
//project pixel position into projected shadowmap space
vec4 viewPos = normalize(gbufferModelViewInverse * vec4(FragPosition,1.0) );
vec3 dV_view = normalize(viewPos.xyz); dV_view *= 1.0/abs(dV_view.y);
// //project pixel position into projected shadowmap space
// vec4 viewPos = normalize(gbufferModelViewInverse * vec4(FragPosition,1.0) );
// vec3 dV_view = normalize(viewPos.xyz); dV_view *= 1.0/abs(dV_view.y);
float mult = length(dV_view);
// float mult = length(dV_view);
float startFlip = mix(max(cameraPosition.y - planeHeight,0.0), max(planeHeight - cameraPosition.y,0), clamp(dV_view.y,0,1));
float signFlip = mix(-1.0, 1.0, clamp(cameraPosition.y - planeHeight,0.0,1.0));
if(max(signFlip * normalize(dV_view).y,0.0) > 0.0) return vec4(0,0,0,1);
// float startFlip = mix(max(cameraPosition.y - planeHeight,0.0), max(planeHeight - cameraPosition.y,0), clamp(dV_view.y,0,1));
// float signFlip = mix(-1.0, 1.0, clamp(cameraPosition.y - planeHeight,0.0,1.0));
// if(max(signFlip * normalize(dV_view).y,0.0) > 0.0) return vec4(0,0,0,1);
vec3 progress_view = vec3(0,cameraPosition.y,0) + dV_view/abs(dV_view.y) * startFlip;
// vec3 progress_view = vec3(0,cameraPosition.y,0) + dV_view/abs(dV_view.y) * startFlip;
oceanNormals = normalize(getWaveHeight((progress_view+cameraPosition).xz,1));
// oceanNormals = normalize(getWaveHeight((progress_view+cameraPosition).xz,1));
vec3 Lighting = vec3(1);
float object = 1;
// vec3 Lighting = vec3(1);
// float object = 1;
color += max(Lighting - Lighting*exp(-mult*object),0.0) * total_extinction;
total_extinction *= max(exp(-mult*object),0.0);
// color += max(Lighting - Lighting*exp(-mult*object),0.0) * total_extinction;
// total_extinction *= max(exp(-mult*object),0.0);
return vec4(color, total_extinction);
}
// return vec4(color, total_extinction);
// }
// uniform float viewWidth;
@ -606,27 +573,22 @@ vec3 getViewPos() {
return viewPos.xyz;
}
vec4 BilateralUpscale(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth, bool depthCheck){
const ivec2 scaling = ivec2(1.0);
ivec2 posDepth = ivec2(coord)*scaling;
ivec2 posColor = ivec2(coord);
// vec2 pos = mod(coord,2)*2 - 1;
ivec2 pos = ivec2(coord*texelSize) + 1;
// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
ivec2 getRadius[4] = ivec2[](
ivec2(-2,-2),
ivec2(-2, 0),
ivec2(-2,-2),
ivec2(-2, 0),
ivec2( 0, 0),
ivec2( 0,-2)
);
// float diffThreshold = referenceDepth;
float diffThreshold = 0.0002;
float diffThreshold = zMults.x;
vec4 RESULT = vec4(0.0);
float SUM = 0.0;
@ -635,18 +597,107 @@ vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float refer
ivec2 radius = getRadius[i];
float offsetDepth = sqrt(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).a/65000.0);
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
SUM += EDGES;
}
// return vec4(0,0,0,1) * SUM;
return RESULT / SUM;
}
vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
ivec2 getRadius[4] = ivec2[](
ivec2(-2,-2),
ivec2(-2, 0),
ivec2( 0, 0),
ivec2( 0,-2)
);
#ifdef DISTANT_HORIZONS
float diffThreshold = 0.01;
#else
float diffThreshold = zMults.x;
#endif
vec4 RESULT = vec4(0.0);
float SUM = 0.0;
for (int i = 0; i < 4; i++) {
ivec2 radius = getRadius[i];
#ifdef DISTANT_HORIZONS
float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
#else
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
#endif
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
SUM += EDGES;
}
// return vec4(1) * SUM;
return RESULT / SUM;
}
void BilateralUpscale_REUSE_Z(sampler2D tex1, sampler2D tex2, sampler2D depth, vec2 coord, float referenceDepth, inout vec2 ambientEffects, inout vec3 filteredShadow){
ivec2 scaling = ivec2(1.0);
ivec2 posDepth = ivec2(coord) * scaling;
ivec2 posColor = ivec2(coord);
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
ivec2 getRadius[4] = ivec2[](
ivec2(-2,-2),
ivec2(-2, 0),
ivec2( 0, 0),
ivec2( 0,-2)
);
#ifdef DISTANT_HORIZONS
float diffThreshold = 0.0005;
#else
float diffThreshold = 0.005;
#endif
vec3 shadow_RESULT = vec3(0.0);
vec2 ssao_RESULT = vec2(0.0);
vec4 fog_RESULT = vec4(0.0);
float SUM = 0.0;
for (int i = 0; i < 4; i++) {
ivec2 radius = getRadius[i];
#ifdef DISTANT_HORIZONS
float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
#else
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
#endif
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
shadow_RESULT += texelFetch2D(tex1, posColor + radius + pos, 0).rgb * EDGES;
ssao_RESULT += texelFetch2D(tex2, posColor + radius + pos, 0).rg * EDGES;
SUM += EDGES;
}
filteredShadow = shadow_RESULT/SUM;
ambientEffects = ssao_RESULT/SUM;
}
void main() {
vec3 DEBUG = vec3(1.0);
@ -666,6 +717,7 @@ void main() {
bool isDHrange = z >= 1.0;
#ifdef DISTANT_HORIZONS
float DH_mixedLinearZ = sqrt(texture2D(colortex12,texcoord).a/65000.0);
float DH_depth0 = texture2D(dhDepthTex,texcoord).x;
float DH_depth1 = texture2D(dhDepthTex1,texcoord).x;
@ -716,6 +768,7 @@ void main() {
lightmap.y = 1.0;
#endif
// if(isEyeInWater == 1) lightmap.y = max(lightmap.y, 0.75);
////// --------------- UNPACK MISC --------------- //////
@ -770,13 +823,14 @@ void main() {
scatterCoef = dirtAmount * wateralbedo / 3.14;
}
#endif
vec3 Indirect_lighting = vec3(1.0);
vec3 Absorbtion = vec3(1.0);
vec3 AmbientLightColor = vec3(0.0);
vec3 MinimumLightColor = vec3(0.2,0.4,1.0);
vec3 Indirect_lighting = vec3(0.0);
vec3 Indirect_SSS = vec3(0.0);
vec3 Direct_lighting = vec3(0.0);
vec3 DirectLightColor = vec3(0.0);
vec3 Direct_lighting = vec3(0.0);
vec3 Direct_SSS = vec3(0.0);
float cloudShadow = 1.0;
float Shadows = 1.0;
@ -793,8 +847,8 @@ void main() {
float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
#ifdef OVERWORLD_SHADER
DirectLightColor = lightCol.rgb/80.0;
AmbientLightColor = averageSkyCol_Clouds;
DirectLightColor = lightCol.rgb / 80.0;
AmbientLightColor = averageSkyCol_Clouds / 30.0;
#ifdef PER_BIOME_ENVIRONMENT
// BiomeSunlightColor(DirectLightColor);
@ -806,20 +860,6 @@ void main() {
DirectLightColor = mix(DirectLightColor, biomeDirect, maxDistance);
#endif
vec3 filteredShadow = vec3(1.412,1.0,0.0);
#ifdef DENOISE_SSS_AND_SSAO
if (!hand) filteredShadow = BilateralUpscale_SSAO(colortex3, depthtex0, gl_FragCoord.xy, ld(z0)).rgb;
#else
if (!hand) filteredShadow = texture2D(colortex3,texcoord).rgb;
#endif
float ShadowBlockerDepth = filteredShadow.y;
Shadows = clamp(1.0 - filteredShadow.b,0.0,1.0);
shadowMap = Shadows;
bool inShadowmapBounds = false;
#endif
@ -827,8 +867,28 @@ void main() {
float heightRelativeToClouds = clamp(cameraPosition.y - LAYER0_minHEIGHT,0.0,1.0);
vec4 Clouds = texture2D_bicubic_offset(colortex0, texcoord*CLOUDS_QUALITY, noise, RENDER_SCALE.x);
#endif
////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// FILTER STUFF //////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
vec3 filteredShadow = vec3(1.412,1.0,0.0);
vec2 SSAO_SSS = vec2(1.0);
#ifdef DISTANT_HORIZONS
BilateralUpscale_REUSE_Z(colortex3, colortex14, colortex12, gl_FragCoord.xy, DH_mixedLinearZ, SSAO_SSS, filteredShadow);
#else
BilateralUpscale_REUSE_Z(colortex3, colortex14, depthtex0, gl_FragCoord.xy, ld(z0), SSAO_SSS, filteredShadow);
#endif
///////////////////////////// start drawin :D
float ShadowBlockerDepth = filteredShadow.y;
Shadows = clamp(1.0 - filteredShadow.b,0.0,1.0);
shadowMap = Shadows;
////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// START DRAW ////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
if (swappedDepth >= 1.0) {
#ifdef OVERWORLD_SHADER
vec3 Background = vec3(0.0);
@ -875,7 +935,38 @@ void main() {
} else {
feetPlayerPos += gbufferModelViewInverse[3].xyz;
////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
#ifdef DISTANT_HORIZONS
vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
#else
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
#endif
float Vdiff = distance(viewPos, viewPos0)*2.0;
float estimatedDepth = Vdiff * abs(feetPlayerPos_normalized.y); //assuming water plane
// make it such that the estimated depth flips to be correct when entering water.
if (isEyeInWater == 1){
estimatedDepth = 40.0 * pow(max(1.0-lightmap.y,0.0),2.0);
MinimumLightColor = vec3(10.0);
}
float depthfalloff = 1.0 - clamp(exp(-0.1*estimatedDepth),0.0,1.0);
float estimatedSunDepth = Vdiff; //assuming water plane
Absorbtion = mix(exp(-2.0 * totEpsilon * estimatedDepth), exp(-8.0 * totEpsilon), depthfalloff);
// DirectLightColor *= Absorbtion;
// AmbientLightColor *= Absorbtion;
// apply caustics to the lighting, and make sure they dont look weird
// DirectLightColor *= mix(1.0, waterCaustics(feetPlayerPos + cameraPosition, WsunVec)*WATER_CAUSTICS_BRIGHTNESS + 0.25, clamp(estimatedDepth,0,1));
}
////////////////////////////////////////////////////////////////////////////////////
///////////////////////////// MAJOR LIGHTSOURCE STUFF ////////////////////////
////////////////////////////////////////////////////////////////////////////////////
@ -937,7 +1028,7 @@ void main() {
Shadows = shadowMap;
}
Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff);
if(!iswater) Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff);
#ifdef OLD_LIGHTLEAK_FIX
if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
@ -949,9 +1040,12 @@ void main() {
////////////////////////////////////////////////////////////////////////////////
#if SSS_TYPE != 0
#ifdef DISTANT_HORIZONS
shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance, max(far-32,0.0)),0.0)*5.0,1.0),2.0),2.0);
#endif
#if defined DISTANT_HORIZONS_SHADOWMAP && defined Variable_Penumbra_Shadows
float DH_SSS_DISTANCE = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance, far),0.0)*5.0,1.0),2.0),2.0);
ShadowBlockerDepth = mix(pow(1.0 - Shadows,2.0), ShadowBlockerDepth, DH_SSS_DISTANCE);
ShadowBlockerDepth = mix(pow(1.0 - Shadows,2.0), ShadowBlockerDepth, shadowMapFalloff);
#endif
#if !defined Variable_Penumbra_Shadows
@ -976,13 +1070,11 @@ void main() {
ShadowBlockerDepth = mix(1.0, ShadowBlockerDepth, shadowMapFalloff);
#endif
Direct_SSS = SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0), inShadowmapBounds);
Direct_SSS *= mix(LM_shadowMapFallback, 1.0, shadowMapFalloff);
if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
}
Direct_SSS = SubsurfaceScattering_sun(albedo, ShadowBlockerDepth, sunSSS_density, clamp(dot(feetPlayerPos_normalized, WsunVec),0.0,1.0));
// Direct_SSS *= mix(LM_shadowMapFallback, 1.0, shadowMapFalloff);
// if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
}
#endif
#ifdef CLOUDS_SHADOWS
@ -992,8 +1084,6 @@ void main() {
#endif
#endif
#ifdef END_SHADER
float vortexBounds = clamp(vortexBoundRange - length(feetPlayerPos+cameraPosition), 0.0,1.0);
vec3 lightPos = LightSourcePosition(feetPlayerPos+cameraPosition, cameraPosition,vortexBounds);
@ -1009,24 +1099,14 @@ void main() {
Direct_lighting += lightColors * endPhase * end_NdotL * fogShadow;
AmbientLightColor += lightColors * (endPhase*endPhase) * (1.0-exp(vec3(0.6,2.0,2) * -(endPhase*0.1))) ;
Direct_lighting *= Absorbtion;
#endif
/////////////////////////////////////////////////////////////////////////////////
///////////////////////////// INDIRECT LIGHTING /////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
#if indirect_effect == 1
#ifdef DENOISE_SSS_AND_SSAO
#ifdef DISTANT_HORIZONS
vec2 SSAO_SSS = BilateralUpscale_DH(colortex14, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0), z >= 1.0).xy;
#else
vec2 SSAO_SSS = BilateralUpscale_SSAO(colortex14, depthtex0, gl_FragCoord.xy, ld(z)).xy;
#endif
#else
vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise_2);
#endif
#endif
#if defined OVERWORLD_SHADER && (indirect_effect == 0 || indirect_effect == 1)
vec3 ambientcoefs = slopednormal / dot(abs(slopednormal), vec3(1));
@ -1040,136 +1120,106 @@ void main() {
skylight = min(skylight, (SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x) * 2.5);
#endif
AmbientLightColor *= skylight;
Indirect_lighting = AmbientLightColor * skylight;
#endif
#ifdef NETHER_SHADER
AmbientLightColor = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
Indirect_lighting = skyCloudsFromTexLOD2(normal, colortex4, 6).rgb;
vec3 up = skyCloudsFromTexLOD2(vec3( 0, 1, 0), colortex4, 6).rgb;
vec3 down = skyCloudsFromTexLOD2(vec3( 0,-1, 0), colortex4, 6).rgb;
up *= pow( max( slopednormal.y, 0), 2);
down *= pow( max(-slopednormal.y, 0), 2);
AmbientLightColor += up + down;
Indirect_lighting += up + down;
Indirect_lighting *= Absorbtion;
#endif
#ifdef END_SHADER
AmbientLightColor += vec3(0.5,0.75,1.0) * 0.9 + 0.1;
Indirect_lighting += (vec3(0.5,0.75,1.0) * 0.9 + 0.1) * 0.1;
AmbientLightColor *= clamp(1.5 + dot(normal, feetPlayerPos_normalized)*0.5,0,2);
Indirect_lighting *= clamp(1.5 + dot(normal, feetPlayerPos_normalized)*0.5,0,2);
Indirect_lighting *= Absorbtion;
#endif
Indirect_lighting = DoAmbientLightColor(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
Indirect_lighting = DoAmbientLightColor(Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
#ifdef OVERWORLD_SHADER
Indirect_lighting += LightningFlashLighting;
#endif
////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
#ifdef OVERWORLD_SHADER
if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
#ifdef DISTANT_HORIZONS
vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
#else
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
#endif
float Vdiff = distance(viewPos, viewPos0);
float VdotU = feetPlayerPos_normalized.y;
float estimatedDepth = Vdiff * abs(VdotU); //assuming water plane
// make it such that the estimated depth flips to be correct when entering water.
if (isEyeInWater == 1) estimatedDepth = (1.0-lightmap.y)*16.0;
float estimatedSunDepth = Vdiff; //assuming water plane
vec3 Absorbtion = exp2(-totEpsilon*estimatedDepth);
DirectLightColor *= Absorbtion;
if(isEyeInWater == 1 ) Indirect_lighting = (Indirect_lighting/exp2(-estimatedDepth*0.5)) * Absorbtion;
// apply caustics to the lighting
float Direct_caustics = waterCaustics(feetPlayerPos + cameraPosition, WsunVec);
DirectLightColor *= 1.0 + max(pow(Direct_caustics * 3.0, 2.0),0.0);
// if(isEyeInWater == 0) DirectLightColor *= max(eyeBrightnessSmooth.y/240., 0.0);
}
#endif
#ifdef SSS_view
Indirect_lighting = vec3(3.0);
#endif
/////////////////////////////////////////////////////////////////////////////////////
///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
float SkySSS = 0.0;
float SkySSS = 1.0;
vec3 AO = vec3(1.0);
#if indirect_effect == 0
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
Indirect_lighting *= AO;
Direct_lighting *= AO;
// Direct_lighting *= AO;
#endif
#if indirect_effect == 1
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
AO *= SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x;
AO *= SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x;//*SSAO_SSS.x*SSAO_SSS.x*SSAO_SSS.x;
// AO *= exp((1-SSAO_SSS.x) * -10);
SkySSS = SSAO_SSS.y;
Indirect_lighting *= AO;
Direct_lighting *= AO;
#endif
// GTAO
#if indirect_effect == 2
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
if (!hand) AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
Indirect_lighting *= AO;
Direct_lighting *= AO;
#endif
// RTAO and/or SSGI
#if indirect_effect == 3 || indirect_effect == 4
if (!hand) ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
#endif
#ifdef SSS_view
// albedo = vec3(1);
Indirect_lighting = vec3(0.5);
#if defined END_SHADER
Direct_lighting *= AO;
#endif
//////////////////////////////// SKY SSS ////////////////////////////////
#if defined Ambient_SSS && defined OVERWORLD_SHADER
///////////////////////////// SKY SSS /////////////////////////////
#if defined Ambient_SSS && defined OVERWORLD_SHADER && indirect_effect == 1
if (!hand){
#if indirect_effect != 1
SkySSS = ScreenSpace_SSS(viewPos, FlatNormals, hand, isLeaf, noise);
#endif
vec3 ambientColor = (averageSkyCol_Clouds / 12.0) * ambient_brightness; // divide by 12 to match the brightest part of ambient light facing up
float skylightmap = pow(lightmap.y,3);
vec3 ambientColor = AmbientLightColor * 2.5 * ambient_brightness; // x2.5 to match the brightness of upfacing skylight
float skylightmap = pow(lightmap.y, 3.0);
Indirect_SSS = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);
Indirect_SSS *= ambientColor;
Indirect_SSS *= skylightmap;
vec3 SSS_forSky = vec3((1.0 - SkySSS) * LabSSS);
SSS_forSky *= ambientColor;
SSS_forSky *= skylightmap;
//light up dark parts so its more visible
Indirect_lighting = max(Indirect_lighting, SSS_forSky * ambientsss_brightness);
Indirect_SSS *= AO;
// apply to ambient light.
Indirect_lighting = max(Indirect_lighting, Indirect_SSS * ambientsss_brightness);
Indirect_lighting = max(Indirect_lighting, Indirect_SSS * ambientsss_brightness );
#ifdef OVERWORLD_SHADER
if(LabSSS > 0.0) Indirect_lighting += (1.0-SkySSS) * LightningPhase * lightningEffect * pow(lightmap.y,10);
#endif
}
#endif
/////////////////////////////////////////////////////////////////////////
///////////////////////////// FINALIZE /////////////////////////////
@ -1180,7 +1230,6 @@ void main() {
#ifdef OVERWORLD_SHADER
// do these here so it gets underwater absorbtion.
// Direct_lighting = max(DirectLightColor * NdotL * Shadows, DirectLightColor * LabSSS*0);
Direct_lighting = max(DirectLightColor * NdotL * Shadows, DirectLightColor * Direct_SSS);
#endif
@ -1197,52 +1246,15 @@ void main() {
}
#ifdef DISTANT_HORIZONS
vec4 vlBehingTranslucents = BilateralUpscale_DH(colortex13, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0));
#else
vec4 vlBehingTranslucents = BilateralUpscale(colortex13, depthtex1, gl_FragCoord.xy, ld(z));
#endif
gl_FragData[0].rgb = gl_FragData[0].rgb * vlBehingTranslucents.a + vlBehingTranslucents.rgb;
#ifdef OVERWORLD_SHADER
if (iswater && isEyeInWater == 0){
#ifdef DISTANT_HORIZONS
vec3 viewPos0 = toScreenSpace_DH(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5, z0, DH_depth0);
#else
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
#endif
float Vdiff = distance(viewPos, viewPos0);
float VdotU = feetPlayerPos_normalized.y;
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
float estimatedSunDepth = estimatedDepth/abs(WsunVec.y); //assuming water plane
float custom_lightmap_T = clamp(pow(texture2D(colortex14, texcoord).a,3.0),0.0,1.0);
#ifdef DISTANT_HORIZONS
if(isDHrange) custom_lightmap_T = 0.85;
#endif
vec3 lightColVol = lightCol.rgb / 80.;
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ;
waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec));
}
#else
if (iswater && isEyeInWater == 0){
vec3 viewPos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
float Vdiff = distance(viewPos,viewPos0);
float VdotU = feetPlayerPos_normalized.y;
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.3, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol);
}
#endif
// gl_FragData[0].rgb = vec3(1) * (abs(ld(texture2D(depthtex0,texcoord + vec2(0.001,0)).r) - ld(z0)) < (1.0/(far * near))*0.1 ? 1.0 : 1e-5 );
//////// DEBUG VIEW STUFF
#if DEBUG_VIEW == debug_SHADOWMAP
@ -1251,7 +1263,7 @@ void main() {
gl_FragData[0].rgb = mix(vec3(0.1) * (normal.y * 0.1 +0.9), Normal_Shadowmap, shadowMap);
#endif
#if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = normal;
gl_FragData[0].rgb = FlatNormals;
#endif
#if DEBUG_VIEW == debug_SPECULAR
gl_FragData[0].rgb = SpecularTex.rgb;
@ -1266,6 +1278,13 @@ void main() {
gl_FragData[0].rgb = viewPos * 0.001;
#endif
// #if DEBUG_VIEW == debug_FILTERED_STUFF
// vec3 FilteredDebug = vec3(15.0) * exp(-1.0 * vec3(1.0,0.5,1.0) * filteredShadow.y);
// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(1.0,1.0,0.5) * pow(SSAO_SSS.x,2));
// FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(0.5,1.0,1.0) * pow(SSAO_SSS.y,2));
// gl_FragData[0].rgb = FilteredDebug;
// #endif
#ifdef CLOUDS_INFRONT_OF_WORLD
gl_FragData[1] = texture2D(colortex2, texcoord);
if(heightRelativeToClouds > 0.0 && !hand){