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

@ -2,22 +2,17 @@
//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
#extension GL_EXT_gpu_shader4 : enable
#define Cave_fog // cave fog....
#define CaveFogFallOff 1.3 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#include "/lib/settings.glsl"
#define CaveFogColor_R 0.1 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define CaveFogColor_G 0.2 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define CaveFogColor_B 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
// #define display_LUT // aaaaaaaaaaaaaaaaaaaaaaa
varying vec2 texcoord;
flat varying vec3 zMults;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D colortex13;
uniform sampler2D colortex11;
uniform sampler2D colortex7;
uniform sampler2D colortex3;
uniform sampler2D colortex4;
uniform sampler2D colortex2;
uniform sampler2D colortex0;
uniform sampler2D noisetex;
@ -28,29 +23,18 @@ uniform float far;
uniform float near;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelView;
uniform vec2 texelSize;
uniform vec3 cameraPosition;
uniform float isWastes;
uniform float isWarpedForest;
uniform float isCrimsonForest;
uniform float isSoulValley;
uniform float isBasaltDelta;
uniform int isEyeInWater;
uniform ivec2 eyeBrightnessSmooth;
uniform float rainStrength;
uniform float blindness;
uniform float darknessFactor;
uniform float darknessLightFactor;
uniform float nightVision;
#include "/lib/waterBump.glsl"
#include "lib/waterBump.glsl"
#include "lib/waterOptions.glsl"
float ld(float depth) {
return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
}
@ -98,86 +82,93 @@ vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth){
return vl/sum;
}
vec3 decode (vec2 encn){
vec3 n = vec3(0.0);
encn = encn * 2.0 - 1.0;
n.xy = abs(encn);
n.z = 1.0 - n.x - n.y;
n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
return clamp(normalize(n.xyz),-1.0,1.0);
}
vec2 decodeVec2(float a){
const vec2 constant1 = 65535. / vec2( 256., 65536.);
const float constant2 = 256. / 255.;
return fract( a * constant1 ) * constant2 ;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
float luma(vec3 color) {
return dot(color,vec3(0.21, 0.72, 0.07));
}
vec3 normVec (vec3 vec){
return vec*inversesqrt(dot(vec,vec));
}
void main() {
/* DRAWBUFFERS:73 */
//3x3 bilateral upscale from half resolution
float z = texture2D(depthtex0,texcoord).x;
float z2 = texture2D(depthtex1,texcoord).x;
float frDepth = ld(z);
vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
float glassdepth = clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15);
// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
float bloomyfogmult = 1.0;
vec4 Translucent_Programs = texture2D(colortex2,texcoord); // the shader for all translucent progams.
vec4 transparencies = texture2D(colortex2,texcoord);
vec4 trpData = texture2D(colortex7,texcoord);
bool iswater = trpData.a > 0.99;
vec2 refractedCoord = texcoord;
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
vec3 fragpos2 = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z2));
// vec3 np3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
vec3 np3 = normVec(p3);
if (iswater){
float norm = getWaterHeightmap(np3.xz*1.71, 4.0, 0.25, 1.0);
float displ = norm/(length(fragpos)/far)/35.;
refractedCoord += displ;
vec2 data = texture2D(colortex11,texcoord).xy; // translucents
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
if (texture2D(colortex7,refractedCoord).a < 0.99)
refractedCoord = texcoord;
vec3 normals = mat3(gbufferModelViewInverse) * worldToView(decode(dataUnpacked0.yw) );
}
// vec4 vl = BilateralUpscale(colortex0,depthtex0,gl_FragCoord.xy,frDepth);
#ifdef Refraction
refractedCoord += normals.xy * glassdepth;
float refractedalpha = texture2D(colortex13,refractedCoord).a;
if(refractedalpha <= 0.0) refractedCoord = texcoord; // remove refracted coords on solids
#endif
vec3 color = texture2D(colortex3,refractedCoord).rgb;
if (frDepth > 2.5/far || transparencies.a < 0.99) // Discount fix for transparencies through hand
color = color*(1.0-transparencies.a)+transparencies.rgb*10.;
if (Translucent_Programs.a > 0.0){
#ifdef Glass_Tint
vec3 GlassAlbedo = texture2D(colortex13,texcoord).rgb * 5.0;
color = color*GlassAlbedo.rgb + color * clamp(pow(1.0-luma(GlassAlbedo.rgb),10.),0.0,1.0);
#endif
float dirtAmount = Dirt_Amount;
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
color = color*(1.0-Translucent_Programs.a) + Translucent_Programs.rgb;
}
color *= vl.a;
// vec3 fogColor = clamp(gl_Fog.color.rgb*pow(luma(gl_Fog.color.rgb),-0.75)*0.65,0.0,1.0)*0.05;
//cave fog
if (isEyeInWater == 0){
vec3 fogColor = clamp(gl_Fog.color.rgb,0.0,1.0) * 8. * (1.0-vl.a);
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
float fogdistfade = 1.0 - clamp( exp(-pow(length(fragpos / far),2.)*5.0) ,0.0,1.0);
bloomyfogmult = 1.0 - fogdistfade*0.5 ;
float fogdistfade = clamp(length(fragpos)/far, 0.0, 1.0);
float fogfade = clamp(exp((1.0 - np3.y)*4 - 8),0.0,1.0);
// float fog = 1.0 - clamp( exp2(-pow(length(fragpos / far),10.)*4.0) ,0.0,1.0);
float fog = clamp( pow(length(fragpos / far),0.5) ,0.0,1.0);
color.rgb = mix(color.rgb, fogColor * fogfade , fog ) ;
vl.a *= 1.0 - fogdistfade;
color.rgb = mix(color.rgb, gl_Fog.color.rgb*0.5*NetherFog_brightness, fogdistfade) ;
}
// color *= vl.a;
// color += vl.rgb;
// bloomyfogmult *= pow(vl.a,0.1);
// underwater fog
if (isEyeInWater == 1){
// color.rgb *= exp(-length(fragpos)/2*totEpsilon);
// vl.a *= (dot(exp(-length(fragpos)/1.2*totEpsilon),vec3(0.2,0.7,0.1)))*0.5+0.5;
float fogfade = clamp(exp(-length(fragpos) /12 ) ,0.0,1.0);
float fogcolfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0);
color.rgb *= fogfade;
color.rgb = color.rgb * (1.0 + vec3(0.0,0.1,0.2) * 12 * (1.0 - fogfade)) + (vec3(0.0,0.1,0.2) * 0.5 * (1.0 - fogfade))*fogcolfade;
vl.a *= fogfade*0.75 +0.25;
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
float fogfade = clamp(exp(-length(fragpos) /5. ) ,0.0,1.0);
bloomyfogmult *= fogfade*0.70+0.3 ;
}
/// lava.
if (isEyeInWater == 2){
@ -185,21 +176,21 @@ void main() {
}
/// powdered snow
if (isEyeInWater == 3){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
vl.a = 0.0;
bloomyfogmult = 0.0;
}
// blidnesss
color.rgb *= mix(1.0, clamp(1.5-pow(length(fragpos2)*(blindness*0.2),2.0),0.0,1.0), blindness);
if (blindness > 0.0){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness);
}
// darkness effect
color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
if(darknessFactor > 0.0){
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z2));
color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
}
// float BiomeParams = isWastes + isWarpedForest + isCrimsonForest + isSoulValley + isBasaltDelta ;
gl_FragData[0] = vec4(vl.a, 0.0, 0.0, 0.0);
gl_FragData[0].r = bloomyfogmult;
gl_FragData[1].rgb = clamp(color,6.11*1e-5,65000.0);
#ifdef display_LUT
gl_FragData[1].rgb = texture2D(colortex4,texcoord*0.45).rgb * 0.000035;
#endif
}