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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
do bilateral upsample on volumetrics to fix pixel gaps around geometry edges. quickly add lava cauldron a lightsource
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@ -462,7 +462,7 @@ block.198=lantern \
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amendments:wall_lantern:light_level=15:lit=true \
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mcwlights:striped_lantern mcwlights:covered_lantern mcwlights:chain_lantern mcwlights:tavern_lantern mcwlights:festive_lantern mcwlights:cross_lantern mcwlights:bell_lantern mcwlights:wall_lantern mcwlights:striped_wall_lantern mcwlights:covered_wall_lantern mcwlights:chain_wall_lantern mcwlights:tavern_wall_lantern mcwlights:festive_wall_lantern mcwlights:cross_wall_lantern mcwlights:bell_wall_lantern mcwlights:classic_street_lamp:lit=true:part=top mcwlights:classic_street_lamp:lit=true:part=base mcwlights:double_street_lamp:lit=true:part=top mcwlights:double_street_lamp:lit=true:part=base
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block.199=lava \
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block.199=lava minecraft:lava_cauldron \
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flying_stuff:molten_metal:lit=true \
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mcwlights:lava_lamp:lit=true
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@ -343,20 +343,16 @@ void main() {
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float noise = R2_dither();
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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float z = texture(depthtex1,texcoord).x;
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// float z = texelFetch2D(depthtex1,ivec2(gl_FragCoord.xy),0).x;
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float z = texelFetch2D(depthtex0,ivec2(gl_FragCoord.xy),0).x;
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#ifdef DISTANT_HORIZONS
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float DH_depth1 = texture2D(dhDepthTex1,texcoord).x;
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float DH_depth1 = texelFetch2D(dhDepthTex1,ivec2(gl_FragCoord.xy),0).x;
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float swappedDepth = z >= 1.0 ? DH_depth1 : z;
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#else
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float DH_depth1 = 1.0;
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float swappedDepth = z;
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#endif
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vec4 SHADOWDATA = vec4(0.0);
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vec4 data = texelFetch2D(colortex1,ivec2(gl_FragCoord.xy),0);
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vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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@ -364,7 +360,7 @@ void main() {
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vec2 lightmap = dataUnpacked1.yz;
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gl_FragData[1] = vec4(0.0,0.0,0.0, texture2D(colortex14,floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize).a);
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gl_FragData[1] = vec4(0.0,0.0,0.0, texelFetch2D(colortex14,ivec2((floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize)/texelSize),0).a);
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// bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
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@ -501,13 +501,11 @@ void main() {
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vec2 BN = fract(r2_sequence + bnoise);
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// vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
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vec2 tc = gl_FragCoord.xy/VL_RENDER_RESOLUTION*texelSize;// + texelSize*0.5;
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vec2 tc = (gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize;
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bool iswater = texture2D(colortex7,tc).a > 0.99;
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vec2 jitter = TAA_Offset/VL_RENDER_RESOLUTION*texelSize*0.5;
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float depth = texture2D(depthtex0, tc + jitter).x;
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float depth = texelFetch2D(depthtex0, ivec2(tc/texelSize),0).x;
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float z0 = depth < 0.56 ? convertHandDepth(depth) : depth;
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@ -573,6 +571,7 @@ void main() {
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}
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// VolumetricFog = raymarchTest2(viewPos0, BN.x);
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// VolumetricFog = raymarchTest(viewPos0, BN);
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@ -313,26 +313,66 @@ vec3 toScreenSpace_DH_special(vec3 POS, bool depthCheck ) {
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return viewPos.xyz;
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}
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vec4 VLTemporalFiltering(vec3 viewPos, bool depthCheck, out float DEBUG){
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// vec2 texcoord = ((gl_FragCoord.xy)*2.0 + 0.5)*texelSize/2.0 ;
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler2D depth){
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vec2 VLtexCoord = texcoord * VL_RENDER_RESOLUTION;
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vec4 colorSum = vec4(0.0);
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float edgeSum = 0.0;
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float threshold = 0.005;
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vec2 UV = gl_FragCoord.xy + 2 + (ivec2(gl_FragCoord.xy + frameCounter)%2)*2;
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const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 UV_DEPTH = ivec2(UV*VL_RENDER_RESOLUTION)*SCALE;
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ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION);
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ivec2[4] OFFSET = ivec2[4] (
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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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for(int i = 0; i < 4; i++) {
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#ifdef DISTANT_HORIZONS
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float offsetDepth = sqrt(texelFetch2D(depth, UV_DEPTH + OFFSET[i] * SCALE,0).a/65000.0);
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#else
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float offsetDepth = ld(texelFetch2D(depth, UV_DEPTH + OFFSET[i] * SCALE, 0).r);
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#endif
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float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7;
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outerEdgeResults = max(outerEdgeResults, clamp(referenceDepth - offsetDepth,0.0,1.0));
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vec4 offsetColor = texelFetch2D(colortex0, UV_COLOR + OFFSET[i], 0).rgba;
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colorSum += offsetColor*edgeDiff;
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edgeSum += edgeDiff;
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}
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outerEdgeResults = outerEdgeResults > 0.1 ? 1.0 : 0.0;
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return colorSum / edgeSum;
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}
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// vec3 closestToCamera = closestToCamera5taps(texcoord, depthtex0);
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// vec3 viewPos_5tap = toScreenSpace(closestToCamera);
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vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){
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vec2 offsetTexcoord = gl_FragCoord.xy*texelSize;
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vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION;
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// get previous frames position stuff for UV
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vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
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vec3 previousPosition = mat3(gbufferPreviousModelView) * playerPos + gbufferPreviousModelView[3].xyz;
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previousPosition = toClipSpace3Prev(previousPosition);
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vec2 velocity = previousPosition.xy - texcoord;
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previousPosition.xy = texcoord + velocity;
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vec2 velocity = previousPosition.xy - offsetTexcoord;
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previousPosition.xy = offsetTexcoord + velocity;
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vec4 currentFrame = texture2D(colortex0, VLtexCoord);
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// return currentFrame;
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// to fill pixel gaps in geometry edges, do a bilateral upsample.
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// pass a mask to only show upsampled color around the edges of blocks. this is so it doesnt blur reprojected results.
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float outerEdgeResults = 0.0;
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vec4 upsampledCurrentFrame = bilateralUpsample(outerEdgeResults, referenceDepth, depth);
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if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return currentFrame;
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@ -347,18 +387,19 @@ vec4 VLTemporalFiltering(vec3 viewPos, bool depthCheck, out float DEBUG){
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vec4 colMax = max(currentFrame,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8))))))));
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vec4 colMin = min(currentFrame,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8))))))));
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vec4 frameHistory = texture2D(colortex10, previousPosition.xy*RENDER_SCALE);
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vec4 clampedFrameHistory = clamp(frameHistory, colMin, colMax);
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float blendingFactor = 0.1;
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if(abs(clampedFrameHistory.a - frameHistory.a) > 0.1) blendingFactor = 1.0;
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// DEBUG = abs(clampedFrameHistory.a - frameHistory.a) > 0.1 ? 0. : 1.0;
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// DEBUG = clamp(abs(clampedFrameHistory.a - frameHistory.a),0.0,1.0);
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return clamp(mix(clampedFrameHistory, currentFrame, blendingFactor),0.0,65000.0);
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vec4 reprojectFrame = mix(clampedFrameHistory, currentFrame, blendingFactor);
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// return clamp(reprojectFrame,0.0,65000.0);
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return clamp(mix(reprojectFrame, upsampledCurrentFrame, outerEdgeResults),0.0,65000.0);
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}
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uniform float waterEnteredAltitude;
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@ -369,7 +410,7 @@ void main() {
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////// --------------- SETUP STUFF --------------- //////
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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float z = texture2D(depthtex0, texcoord).x;
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float z = texelFetch2D(depthtex0, ivec2(gl_FragCoord.xy),0).x;//texture2D(depthtex0, texcoord).x;
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float z2 = texture2D(depthtex1, texcoord).x;
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float frDepth = ld(z);
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@ -397,7 +438,6 @@ void main() {
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vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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vec3 playerPos_normalized = normVec(playerPos);
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vec3 playerPos222 = mat3(gbufferModelViewInverse) * toScreenSpace_DH(texcoord/RENDER_SCALE, 1.0,1.0) + gbufferModelViewInverse[3].xyz ;
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vec3 viewPos_alt = toScreenSpace(vec3(texcoord/RENDER_SCALE, z2));
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vec3 playerPos_alt = mat3(gbufferModelViewInverse) * viewPos_alt + gbufferModelViewInverse[3].xyz;
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@ -438,19 +478,15 @@ void main() {
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bool isEntity = abs(translucentMasks - 0.9) < 0.01 || isReflectiveEntity;
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////// --------------- get volumetrics
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#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
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float cloudAlpha = 0.0;
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#ifdef DISTANT_HORIZONS
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float DH_mixedLinearZ = sqrt(texelFetch2D(colortex12,ivec2(gl_FragCoord.xy),0).a/65000.0);
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vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos, DH_mixedLinearZ, colortex12);
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#else
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float cloudAlpha = 1.0;
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vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos, frDepth, depthtex0);
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#endif
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float DEBUG = 0.0;
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vec4 temporallyFilteredVL = VLTemporalFiltering(viewPos, z >= 1.0, DEBUG);
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gl_FragData[2] = temporallyFilteredVL;
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// temporallyFilteredVL = texture2D(colortex0, texcoord*VL_RENDER_RESOLUTION);
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float bloomyFogMult = 1.0;
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@ -564,6 +600,9 @@ void main() {
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bloomyFogMult *= temporallyFilteredVL.a;
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#if defined IS_IRIS
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// if(z >= 1.0) color = vec3(0,255,0);
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// else color = vec3(0.01);
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color *= min(temporallyFilteredVL.a + (1-nametagbackground),1.0);
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color += temporallyFilteredVL.rgb * nametagbackground;
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#else
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@ -136,10 +136,10 @@ void main() {
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vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
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#ifdef CLOUDS_INTERSECT_TERRAIN
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float depth = texture2D(depthtex0, halfResTC2*texelSize).x;
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float depth = texelFetch2D(depthtex0, ivec2(halfResTC2), 0).x;
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#ifdef DISTANT_HORIZONS
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float DH_depth = texture2D(dhDepthTex, halfResTC2*texelSize).x;
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float DH_depth = texelFetch2D(dhDepthTex, ivec2(halfResTC2),0).x;
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vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
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