mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
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@ -36,6 +36,7 @@ uniform float rainStrength;
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uniform float eyeAltitude;
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uniform float nightVision;
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uniform vec3 sunVec;
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flat varying vec3 WsunVec;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform mat4 gbufferProjection;
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@ -74,10 +75,39 @@ float R2_dither(){
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y + 1.0/1.6180339887 * frameCounter));
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return noise;
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}
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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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float luma(vec3 color) {
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return dot(color,vec3(0.299, 0.587, 0.114));
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}
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#include "lib/volumetricFog.glsl"
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const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
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uniform sampler2D depthtex1;//depth
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// #define ffstep(x,y) clamp((y - x) * 1e35,0.0,1.0)
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// #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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// #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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void main() {
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/* DRAWBUFFERS:4 */
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gl_FragData[0] = vec4(0.0);
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@ -154,7 +184,7 @@ if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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sky *= vec3(0.0, 0.18, 0.35);
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#endif
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sky = mix(sky, vec3(0.5,0.5,0.5)*avgSky * 4000., clamp(1 - viewVector.y,0.0,1.0) * rainStrength );
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// sky = mix(sky, vec3(0.5,0.5,0.5)*avgSky * 4000., clamp(1 - viewVector.y,0.0,1.0) * rainStrength );
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// sky *= max(abs(viewVector.y+0.05),0.25);
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gl_FragData[0] = vec4(sky/4000.*Sky_Brightness,1.0);
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}
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@ -163,23 +193,24 @@ if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec3(0.), blueNoise(),sunColorCloud,moonColor,ambientUp,blueNoise());
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mat2x3 vL = getVolumetricRays(fract(frameCounter/1.6180339887),mat3(gbufferModelView)*viewVector*1024.);
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float absorbance = dot(vL[1],vec3(0.22,0.71,0.07));
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec2(blueNoise(),R2_dither()), sunColorCloud, moonColor, ambientUp*5.0);
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vec4 VL_Fog = getVolumetricRays(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), ambientUp);
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vec3 skytex = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.;
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if(viewVector.y < -0.025) skytex = skytex * clamp( exp(viewVector.y - 1.0),0.,1.) ;
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if(viewVector.y < -0.025) skytex = skytex * clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
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skytex = skytex*clouds.a + clouds.rgb;
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skytex = skytex*clouds.a + clouds.rgb/5.0;
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skytex = skytex*VL_Fog.a + VL_Fog.rgb*20;
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// gl_FragData[0] = vec4(skytex,1.0);
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gl_FragData[0] = vec4(skytex*absorbance+vL[0].rgb,1.0);
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gl_FragData[0] = vec4(skytex,1.0);
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}
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//Temporally accumulate sky and light values
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vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 curr = gl_FragData[0].rgb*150.;
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gl_FragData[0].rgb = clamp(mix(temp,curr,0.06),0.0,65000.);
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gl_FragData[0].rgb = clamp(mix(temp,curr,0.07),0.0,65000.);
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//Exposure values
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if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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