mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
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:
@ -2,15 +2,21 @@
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varying vec4 lmtexcoord;
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varying vec4 color;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 avgAmbient;
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uniform vec3 sunVec;
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flat varying vec3 WsunVec;
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uniform sampler2D texture;
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uniform sampler2DShadow shadow;
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uniform sampler2D gaux1;
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uniform sampler2D noisetex;
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uniform vec3 sunVec;
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flat varying vec3 WsunVec;
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uniform float frameTimeCounter;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float far;
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uniform float near;
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uniform vec2 texelSize;
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uniform float rainStrength;
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uniform mat4 gbufferProjectionInverse;
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@ -19,12 +25,16 @@ uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform vec3 cameraPosition;
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#include "lib/settings.glsl"
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#include "lib/Shadow_Params.glsl"
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#include "/lib/res_params.glsl"
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#include "lib/sky_gradient.glsl"
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#include "lib/volumetricClouds.glsl"
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#include "lib/diffuse_lighting.glsl"
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//faster and actually more precise than pow 2.2
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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@ -72,23 +82,11 @@ float shadow2D_bicubic(sampler2DShadow tex, vec3 sc)
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g1(fuv.y) * (g0x * shadow2D(tex, vec3(p2,sc.z)).x +
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g1x * shadow2D(tex, vec3(p3,sc.z)).x);
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}
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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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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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float GetCloudShadow(vec3 eyePlayerPos){
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vec3 worldPos = (eyePlayerPos + cameraPosition) - Cloud_Height;
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vec3 cloudPos = worldPos*Cloud_Size + WsunVec/abs(WsunVec.y) * ((3250 - 3250*0.35) - worldPos.y*Cloud_Size) ;
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float shadow = getCloudDensity(cloudPos, 1);
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// float shadow = (getCloudDensity(cloudPos, 1) + HighAltitudeClouds(cloudPos)) / 2.0;
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shadow = clamp(exp(-shadow*15),0.0,1.0);
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return shadow ;
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -104,50 +102,43 @@ void main() {
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#endif
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#ifndef WEATHER
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gl_FragData[1].a = 0.0; // for bloomy rain
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gl_FragData[0] = TEXTURE;
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vec2 tempOffset = offsets[framemod8];
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float avgBlockLum = luma(texture2DLod(texture, lmtexcoord.xy,128).rgb*color.rgb);
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gl_FragData[0].rgb = clamp((gl_FragData[0].rgb)*pow(avgBlockLum,-0.33)*0.85,0.0,1.0);
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vec3 albedo = toLinear(gl_FragData[0].rgb);
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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vec2 tempOffset = offsets[framemod8];
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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vec3 DirectLightCol = texelFetch2D(gaux1,ivec2(6,37),0).rgb / 127.0;
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DirectLightCol *= GetCloudShadow(p3);
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vec3 AmbientLight = texture2D(gaux1,(lmtexcoord.zw*15.+0.5)*texelSize).rgb * 8.0/150.0/3.0;
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float Shadows = 0.0;
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vec3 p3_shadow = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * p3_shadow + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//compute shadows only if not backface
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float diffuseSun = 0.712;
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if (diffuseSun > 0.001) {
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//apply distortion
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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//do shadows only if on shadow map
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if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){
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//apply distortion
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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//do shadows only if on shadow map
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if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution){
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float diffthresh = 0.0002;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
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float diffthresh = 0.0002;
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projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5,0.5,0.5);
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float shading = shadow2D_bicubic(shadow,vec3(projectedShadowPosition + vec3(0.0,0.0,-diffthresh*1.2)));
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DirectLightCol *= shading;
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}
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Shadows += shadow2D_bicubic(shadow,vec3(projectedShadowPosition + vec3(0.0,0.0,-diffthresh*1.2)));
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}
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(p3);
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#endif
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0), 0.7) + 0.05 ;
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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vec3 DirectLight = DirectLightCol * phase * lightleakfix;
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gl_FragData[0].rgb = (AmbientLight + DirectLight) * albedo;
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float phase = phaseg(clamp(dot(np3, WsunVec),0.0,1.0), 0.7) + 1.0 ;
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vec3 Direct_lighting = DoDirectLighting(lightCol.rgb/80., Shadows, 1.0, 0.0) * phase * lightleakfix;
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vec3 Indirect_lighting = DoAmbientLighting(avgAmbient, vec3(TORCH_R,TORCH_G,TORCH_B), lmtexcoord.zw, 5.0);
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gl_FragData[0].rgb = (Direct_lighting + Indirect_lighting) * Albedo;
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#endif
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}
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