surprise commit

new stuff

reworked clouds, general lighting, end and nether shaders still WIP

lighting is more balanced in general.
This commit is contained in:
Xonk
2023-04-16 16:18:26 -04:00
parent 7fc3d17c05
commit 2ee6634935
223 changed files with 8807 additions and 16872 deletions

View File

@ -1,62 +1,149 @@
#version 120
#include "lib/settings.glsl"
//6 Horizontal gaussian blurs and horizontal downsampling
#include "lib/res_params.glsl"
//Vignetting, applies bloom, applies exposure and tonemaps the final image
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D colortex6;
uniform vec2 texelSize;
#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
flat varying vec4 exposure;
flat varying vec2 rodExposureDepth;
varying vec2 texcoord;
const bool colortex5MipmapEnabled = true;
// uniform sampler2D colortex4;
uniform sampler2D colortex5;
uniform sampler2D colortex3;
// uniform sampler2D colortex6;
uniform sampler2D colortex7;
// uniform sampler2D colortex10;
// uniform sampler2D colortex8; // specular
// uniform sampler2D colortex9; // specular
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D noisetex;
uniform vec2 texelSize;
uniform ivec2 eyeBrightnessSmooth;
uniform float viewWidth;
uniform float viewHeight;
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))*BLOOM_QUALITY;
vec3 gauss1D(vec2 coord,vec2 dir,float alpha,int maxIT){
vec4 tot = vec4(0.);
float maxTC = 0.25*resScale.x;
float minTC = 0.;
for (int i = -maxIT;i<maxIT+1;i++){
float weight = exp2(-i*i*alpha*4.0);
//here we take advantage of bilinear filtering for 2x less sample, as a side effect the gaussian won't be totally centered for small blurs
vec2 spCoord = coord+dir*texelSize*(2.0*i+0.5);
tot += vec4(texture2D(colortex6,spCoord).rgb,1.0)*weight*float(spCoord.x > minTC && spCoord.x < maxTC);
}
return tot.rgb/max(1.0,tot.a);
uniform float frameTimeCounter;
uniform int frameCounter;
uniform int isEyeInWater;
uniform float near;
uniform float aspectRatio;
uniform float far;
uniform float rainStrength;
uniform float screenBrightness;
uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density
uniform int framemod8;
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferProjectionInverse;
vec4 Weather_properties = Moon_Weather_properties;
#include "/lib/color_transforms.glsl"
#include "/lib/color_dither.glsl"
// #include "lib/biome_specifics.glsl"
#include "/lib/bokeh.glsl"
float cdist(vec2 coord) {
return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
float ld(float depth) {
return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
// blindness fogs
uniform float blindness;
uniform float darknessFactor;
void main() {
/* DRAWBUFFERS:6 */
/* DRAWBUFFERS:7 */
float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
vec3 col = texture2D(colortex5,texcoord).rgb;
vec2 texcoord = (gl_FragCoord.xy*vec2(2.0,4.0))*texelSize;
vec2 gaussDir = vec2(1.0,0.0);
gl_FragData[0].rgb = vec3(0.0);
vec2 tc2 = texcoord*vec2(2.0,1.)/2.;
if (tc2.x < 1.0*resScale.x && tc2.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc2/2,gaussDir,0.16,0);
#if DOF_QUALITY >= 0
/*--------------------------------*/
float z = ld(texture2D(depthtex0, texcoord.st*RENDER_SCALE).r)*far;
#ifdef AUTOFOCUS
float focus = rodExposureDepth.y*far;
#else
float focus = MANUAL_FOCUS*screenBrightness;
#endif
float pcoc = min(abs(aperture * (focal/100.0 * (z - focus)) / (z * (focus - focal/100.0))),texelSize.x*15.0);
#ifdef FAR_BLUR_ONLY
pcoc *= float(z > focus);
#endif
float noise = blueNoise()*6.28318530718;
mat2 noiseM = mat2( cos( noise ), -sin( noise ),
sin( noise ), cos( noise )
);
vec3 bcolor = vec3(0.);
float nb = 0.0;
vec2 bcoord = vec2(0.0);
/*--------------------------------*/
float dofLodLevel = pcoc * 200.0;
for ( int i = 0; i < BOKEH_SAMPLES; i++) {
bcolor += texture2DLod(colortex5, texcoord.xy + bokeh_offsets[i]*pcoc*vec2(DOF_ANAMORPHIC_RATIO,aspectRatio), dofLodLevel).rgb;
}
col = bcolor/BOKEH_SAMPLES;
#endif
vec2 tc4 = texcoord*vec2(4.0,1.)/2.-vec2(0.5*resScale.x+4.0*texelSize.x,0.)*2.0;
if (tc4.x > 0.0 && tc4.y > 0.0 && tc4.x < 1.0*resScale.x && tc4.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc4/2,gaussDir,0.16,3);
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
vec2 tc8 = texcoord*vec2(8.0,1.)/2.-vec2(0.75*resScale.x+8.*texelSize.x,0.)*4.0;
if (tc8.x > 0.0 && tc8.y > 0.0 && tc8.x < 1.0*resScale.x && tc8.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc8/2,gaussDir,0.035,6);
vec2 tc16 = texcoord*vec2(8.0,1./2.)-vec2(0.875*resScale.x+12.*texelSize.x,0.)*8.0;
if (tc16.x > 0.0 && tc16.y > 0.0 && tc16.x < 1.0*resScale.x && tc16.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc16/2,gaussDir,0.0085,12);
vec2 tc32 = texcoord*vec2(16.0,1./2.)-vec2(0.9375*resScale.x+16.*texelSize.x,0.)*16.0;
if (tc32.x > 0.0 && tc32.y > 0.0 && tc32.x < 1.0*resScale.x && tc32.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc32/2,gaussDir,0.002,28);
vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb/2./7.0;
vec2 tc64 = texcoord*vec2(32.0,1./2.)-vec2(0.96875*resScale.x+20.*texelSize.x,0.)*32.0;
if (tc64.x > 0.0 && tc64.y > 0.0 && tc64.x < 1.0*resScale.x && tc64.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc64/2,gaussDir,0.0005,60);
float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a ,0.2) ,0.0,1.0)*vignette;
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
}
float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
VL_abs = clamp( (1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
col = (mix(col,bloom,VL_abs)+bloom*lightScat)* mix(exposure.rgb,min(exposure.rgb,0.01), 0);
//Purkinje Effect
float lum = dot(col,vec3(0.15,0.3,0.55));
float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
float rodLum = lum2*400.;
float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
col = mix(clamp(lum,0.0,0.05)*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
// #ifdef display_LUT
// vec2 movedTC = texcoord ;
// if(movedTC.x < 0.4 ) col.rgb = texture2D(colortex4,movedTC/2).rgb * 0.001;
// #endif
#ifndef USE_ACES_COLORSPACE_APPROXIMATION
col = LinearTosRGB(TONEMAP(col));
#else
col = col * ACESInputMat;
col = TONEMAP(col);
col = LinearTosRGB(clamp(col * ACESOutputMat, 0.0, 1.0));
#endif
gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
}