mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
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.
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@ -107,28 +107,25 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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return (near * far) / (depth * (near - far) + far);
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}
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vec4 BilateralUpscale(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
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const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION)*scaling;
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ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
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ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
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// vec2 pos = mod(coord,2)*2 - 1;
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ivec2 pos = ivec2((coord*texelSize) + 1.0);
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// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
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ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
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ivec2 getRadius[4] = ivec2[](
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ivec2(-2,-2),
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ivec2(-2, 0),
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ivec2(-2,-2),
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ivec2(-2, 0),
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ivec2( 0, 0),
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ivec2( 0,-2)
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);
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float diffThreshold = zMults.x;
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#ifdef DISTANT_HORIZONS
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float diffThreshold = 0.01;
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#else
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float diffThreshold = zMults.x;
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#endif
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vec4 RESULT = vec4(0.0);
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float SUM = 0.0;
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@ -136,96 +133,24 @@ vec4 BilateralUpscale(sampler2D tex, sampler2D depth, vec2 coord, float referenc
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for (int i = 0; i < 4; i++) {
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ivec2 radius = getRadius[i];
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float offsetDepth = ld(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).r);
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#ifdef DISTANT_HORIZONS
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float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
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#else
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float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
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#endif
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float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
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RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
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RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
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SUM += EDGES;
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}
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// return vec4(1) * SUM;
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return RESULT / SUM;
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// coord = coord;
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// vec4 vl = vec4(0.0);
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// float sum = 0.0;
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// mat3x3 weights;
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// const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
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// ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION)*scaling;
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// ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION);
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// float dz = zMults.x;
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// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
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// //pos = ivec2(1,-1);
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// ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
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// float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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// float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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// vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
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// sum += w;
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// tcDepth = posD + ivec2(-2,0) * scaling + pos * scaling;
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// dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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// w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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// vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
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// sum += w;
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// tcDepth = posD + ivec2(0) + pos * scaling;
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// dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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// w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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// vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
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// sum += w;
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// tcDepth = posD + ivec2(0,-2) * scaling + pos * scaling;
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// dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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// w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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// vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
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// sum += w;
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// return vl/sum;
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}
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vec4 BilateralUpscale_DH(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth, bool depthCheck){
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const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION)*scaling;
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ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
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// vec2 pos = mod(coord,2)*2 - 1;
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ivec2 pos = ivec2(coord*texelSize) + 1;
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// ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
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ivec2 getRadius[4] = ivec2[](
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ivec2(-2,-2),
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ivec2(-2, 0),
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ivec2( 0, 0),
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ivec2( 0,-2)
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);
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// float diffThreshold = referenceDepth;
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float diffThreshold = zMults_DH.x;
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vec4 RESULT = vec4(0.0);
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float SUM = 0.0;
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for (int i = 0; i < 4; i++) {
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ivec2 radius = getRadius[i];
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float offsetDepth = sqrt(texelFetch2D(depth, (posDepth + radius * scaling + pos * scaling),0).a/65000.0);
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float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
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RESULT += texelFetch2D(tex, (posColor + radius + pos),0) * EDGES;
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SUM += EDGES;
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}
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return RESULT / SUM;
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}
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vec3 decode (vec2 encn){
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vec3 n = vec3(0.0);
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encn = encn * 2.0 - 1.0;
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@ -273,17 +198,18 @@ void applyContrast(inout vec3 color, float contrast){
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color = ((color - 0.5) * max(contrast, 0.0)) + 0.5;
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}
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void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths, bool isEntity){
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void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, float lineardistance, bool isEntity){
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vec2 UnalteredTexcoord = Texcoord;
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float refractionStrength = isEntity ? 0.5 : 1.0;
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Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE * refractionStrength );
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// Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE * refractionStrength );
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Texcoord = abs(Texcoord + (TangentNormals * mix(0.01, 0.1, pow(clamp(1.0-lineardistance/(32*4),0.0,1.0),2))) * RENDER_SCALE * refractionStrength );
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float DistortedAlpha = decodeVec2(texture2D(colortex11,Texcoord).b).g;
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if(DistortedAlpha <= 0.001) Texcoord = UnalteredTexcoord; // remove distortion on non-translucents
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if(DistortedAlpha < 0.1) Texcoord = UnalteredTexcoord; // remove distortion on non-translucents
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}
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uniform float dhRenderDistance;
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@ -297,7 +223,7 @@ void main() {
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float z = texture2D(depthtex0,texcoord).x;
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float z2 = texture2D(depthtex1,texcoord).x;
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float frDepth = ld(z2);
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float frDepth = ld(z);
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float swappedDepth = z;
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@ -351,11 +277,17 @@ void main() {
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bool isTranslucentEntity = abs(trpData-0.1) < 0.01;
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float translucentAlpha = trpData;
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////// --------------- get volumetrics
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#ifdef DISTANT_HORIZONS
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vec4 vl = BilateralUpscale_DH(colortex0, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0), z >= 1.0);
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#ifdef TOGGLE_VL_FOG
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#ifdef DISTANT_HORIZONS
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vec4 vl = BilateralUpscale(colortex0, colortex12, gl_FragCoord.xy, sqrt(texture2D(colortex12,texcoord).a/65000.0));
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#else
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vec4 vl = BilateralUpscale(colortex0, depthtex0, gl_FragCoord.xy, frDepth);
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#endif
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#else
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vec4 vl = BilateralUpscale(colortex0, depthtex0, gl_FragCoord.xy, frDepth);
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vec4 vl = vec4(0,0,0,1);
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#endif
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float bloomyFogMult = 1.0;
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@ -363,7 +295,7 @@ void main() {
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////// --------------- distort texcoords as a refraction effect
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vec2 refractedCoord = texcoord;
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#ifdef Refraction
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ApplyDistortion(refractedCoord, tangentNormals, vec2(z2,z), isTranslucentEntity);
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ApplyDistortion(refractedCoord, tangentNormals, linearDistance, isTranslucentEntity);
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#endif
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////// --------------- MAIN COLOR BUFFER
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@ -405,7 +337,7 @@ void main() {
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#ifdef BorderFog
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color.rgb = mix(color.rgb, borderFogColor, fog);
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#endif
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}
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}
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////// --------------- VARIOUS FOG EFFECTS (behind volumetric fog)
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//////////// blindness, nightvision, liquid fogs and misc fogs
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@ -446,17 +378,30 @@ void main() {
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vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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vec3 fogfade = clamp( exp( (linearDistance / -4) * totEpsilon ) ,0.0,1.0);
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fogfade *= 1.0 - clamp( linearDistance / far,0.0,1.0);
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vec3 absorbColor = exp(-totEpsilon*linearDistance);
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vec3 maxAbsorb = exp(-8.0 * totEpsilon);
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color.rgb *= fogfade;
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bloomyFogMult *= 0.3;
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#ifdef OVERWORLD_SHADER
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linearDistance = length(vec3(p3.x,max(-p3.y,0.0),p3.z));
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float fogfade = exp(-0.001*(linearDistance*linearDistance));
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vec3 thresholdAbsorbedColor = mix(maxAbsorb, absorbColor, clamp(dot(absorbColor,vec3(0.33333)),0.0,1.0));
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color.rgb = mix(vec3(1.0) * clamp(WsunVec.y,0,1) * pow(normalize(np3).y*0.3+0.7,1.5) * maxAbsorb, color.rgb * thresholdAbsorbedColor, clamp(fogfade,0.0,1.0));
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#else
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color.rgb *= absorbColor;
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#endif
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bloomyFogMult *= 0.4;
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}
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////// --------------- BLEND FOG INTO SCENE
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//////////// apply VL fog over opaque and translucents
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color *= vl.a;
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color += vl.rgb;
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bloomyFogMult *= vl.a;
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////// --------------- VARIOUS FOG EFFECTS (in front of volumetric fog)
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//////////// blindness, nightvision, liquid fogs and misc fogs
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@ -495,10 +440,10 @@ void main() {
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#endif
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// color.rgb = vec3(1) * sqrt(texture2D(colortex12,texcoord).a/65000.0);
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gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[0].r = bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
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// if(isTranslucentEntity) gl_FragData[1].rgb = vec3(255);
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// gl_FragData[1].rgb = vec3(1) * sqrt(texelFetch2D(colortex12,ivec2(gl_FragCoord.xy),0).a/65000.0);
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// gl_FragData[1].rgb = clamp(vec3(tangentNormals.xy,0), 0.0,68000.0);
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// gl_FragData[1].rgb = vl.rgb;
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}
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