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.
This commit is contained in:
@ -5,6 +5,7 @@
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flat varying int NameTags;
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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#ifndef MC_NORMAL_MAP
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@ -41,14 +42,18 @@ varying vec4 NoSeasonCol;
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varying vec4 seasonColor;
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uniform float far;
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varying vec4 normalMat;
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#ifdef MC_NORMAL_MAP
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varying vec4 tangent;
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uniform float wetness;
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uniform sampler2D normals;
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uniform sampler2D specular;
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varying vec3 FlatNormals;
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#endif
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// #ifdef SPECULARTEX
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uniform sampler2D specular;
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// #endif
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#ifdef POM
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vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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vec2 dcdy = dFdy(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
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@ -67,22 +72,26 @@ uniform vec3 cameraPosition;
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uniform float rainStrength;
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uniform sampler2D noisetex;//depth
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uniform sampler2D depthtex0;
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in vec3 test_motionVectors;
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in vec3 velocity;
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flat varying float blockID;
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flat varying vec4 TESTMASK;
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flat varying int EMISSIVE;
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// float interleaved_gradientNoise(){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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// }
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// float interleaved_gradientNoise(){
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// vec2 alpha = vec2(0.75487765, 0.56984026);
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// vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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// return noise;
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// }
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float interleaved_gradientNoise(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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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));
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return noise;
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}
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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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@ -133,11 +142,6 @@ vec4 encode (vec3 n, vec2 lightmaps){
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#ifdef MC_NORMAL_MAP
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// vec3 applyBump(mat3 tbnMatrix, vec3 bump){
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// float bumpmult = 1.0;
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// bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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// return normalize(bump*tbnMatrix);
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// }
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vec3 applyBump(mat3 tbnMatrix, vec3 bump, float puddle_values){
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float bumpmult = clamp(puddle_values,0.0,1.0);
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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@ -235,7 +239,7 @@ float densityAtPosSNOW(in vec3 pos){
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* RENDERTARGETS: 1,7,8,13,15 */
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/* RENDERTARGETS: 1,7,8,15 */
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void main() {
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@ -243,6 +247,7 @@ void main() {
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float noise = fract(fract(frameCounter * (1.0 / phi)) + interleaved_gradientNoise() ) ;
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vec3 normal = normalMat.xyz;
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vec3 normal2 = normalMat.xyz;
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#ifdef MC_NORMAL_MAP
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vec3 tangent2 = normalize(cross(tangent.rgb,normal)*tangent.w);
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@ -250,6 +255,7 @@ void main() {
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tangent.y, tangent2.y, normal.y,
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tangent.z, tangent2.z, normal.z);
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#endif
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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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@ -293,19 +299,24 @@ void main() {
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if (dist < MAX_OCCLUSION_DISTANCE) {
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float depthmap = readNormal(vtexcoord.st).a;
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float used_POM_DEPTH = 1.0;
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if ( viewVector.z < 0.0 && depthmap < 0.9999 && depthmap > 0.00001) {
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// vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
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vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0) ;
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#ifdef Adaptive_Step_length
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vec3 interval = (viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * clamp(1.0-pow(depthmap,2),0.1,1.0) ;
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used_POM_DEPTH = 1.0;
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#else
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vec3 interval = viewVector.xyz /-viewVector.z/MAX_OCCLUSION_POINTS*POM_DEPTH;
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#endif
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vec3 coord = vec3(vtexcoord.st, 1.0);
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coord += interval;
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coord += interval * used_POM_DEPTH;
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float sumVec = 0.5;
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for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - POM_DEPTH + POM_DEPTH * readNormal(coord.st).a ) < coord.p && coord.p >= 0.0; ++loopCount) {
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coord = coord+interval;
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sumVec += 1;
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coord = coord+interval * used_POM_DEPTH;
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sumVec += 1.0 * used_POM_DEPTH;
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}
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if (coord.t < mincoord) {
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@ -330,6 +341,10 @@ void main() {
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vec4 Albedo = texture2DGradARB(texture, adjustedTexCoord.xy,dcdx,dcdy) * color;
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#ifdef ENTITIES
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if(NameTags == 1) Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
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#endif
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -354,6 +369,10 @@ void main() {
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Albedo.rgb = mix(Albedo.rgb, vec3(0.01, 0.08, 0.15), 0.5);
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}
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#endif
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#ifdef WhiteWorld
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Albedo.rgb = vec3(1.0);
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#endif
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#ifdef DISABLE_ALPHA_MIPMAPS
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Albedo.a = texture2DGradARB(texture, adjustedTexCoord.xy,vec2(0.),vec2(0.0)).a;
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@ -379,6 +398,10 @@ void main() {
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
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normal = applyBump(tbnMatrix,NormalTex, mix(1.0,Puddle_shape,rainfall));
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#ifdef ENTITIES
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if(NameTags == 1) normal = vec3(1);
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#endif
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#endif
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////////////////////////////////
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@ -393,20 +416,28 @@ void main() {
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vec4 data1 = clamp(encode(viewToWorld(normal), lmtexcoord.zw),0.,1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x),encodeVec2(Albedo.y,data1.y),encodeVec2(Albedo.z,data1.z),encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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#else
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#else
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float bias = Texture_MipMap_Bias - blueNoise()*0.5;
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////////////////////////////////
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//////////////////////////////// NORMAL
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////////////////////////////////
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#ifdef MC_NORMAL_MAP
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, bias).rgba;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1.0-Puddle_shape,rainfall) );
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// #ifdef ENTITIES
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// if(NameTags == 1 || NameTags == 2) normal = normal2;
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// #endif
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#ifdef ENTITIES
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if(NameTags == 1) normal = vec3(1);
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#endif
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#endif
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@ -414,19 +445,28 @@ void main() {
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//////////////////////////////// SPECULAR
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////////////////////////////////
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vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
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vec4 SpecularTex = texture2D(specular, lmtexcoord.xy, bias);
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SpecularTex.r = max(SpecularTex.r, Puddle_shape);
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SpecularTex.g = max(SpecularTex.g, Puddle_shape*0.04);
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#ifdef ENTITIES
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if(NameTags == 1) SpecularTex = vec4(0.0);
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#endif
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gl_FragData[2] = SpecularTex;
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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vec4 Albedo = texture2D(texture, lmtexcoord.xy, bias) * color;
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vec4 Albedo = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
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// pain in my ass
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -473,6 +513,7 @@ void main() {
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else Albedo.a = 0.0;
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#endif
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#ifdef HAND
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if (Albedo.a > 0.1) Albedo.a = 0.75;
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else Albedo.a = 0.0;
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@ -482,18 +523,18 @@ void main() {
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//////////////////////////////// FINALIZE
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////////////////////////////////
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// #ifndef ENTITIES
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// if(TESTMASK.r==255) Albedo.rgb = vec3(0);
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// #endif
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vec4 data1 = clamp(blueNoise()/255.0 + encode(viewToWorld(normal), lmtexcoord.zw),0.0,1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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gl_FragData[1].a = 0.0;
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#ifdef WORLD
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gl_FragData[1].a = 0.0;
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#endif
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#endif
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gl_FragData[4] = vec4(FlatNormals* 0.5 + 0.5,VanillaAO);
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gl_FragData[5].x = 0;
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#ifdef ENTITIES
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gl_FragData[5].xyz = velocity *0.5+0.5;
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#endif
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gl_FragData[3] = vec4(FlatNormals * 0.5 + 0.5,VanillaAO);
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}
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