intial changes for commit #495

This commit is contained in:
Xonk
2024-11-15 17:54:18 -05:00
committed by MikiP98
parent e81bb7eedc
commit 4869877f77
56 changed files with 3550 additions and 2274 deletions

View File

@ -21,11 +21,14 @@ uniform sampler2D depthtex1;
uniform sampler2D colortex1;
uniform sampler2D colortex3; // Noise
uniform sampler2D colortex6; // Noise
uniform sampler2D colortex7; // Noise
uniform sampler2D colortex8; // Noise
uniform sampler2D colortex14; // Noise
uniform sampler2D colortex10; // Noise
uniform sampler2D colortex12; // Noise
uniform sampler2D colortex13; // Noise
uniform sampler2D colortex15; // Noise
uniform int isEyeInWater;
uniform sampler2D shadow;
#ifdef TRANSLUCENT_COLORED_SHADOWS
@ -121,30 +124,39 @@ vec2 decodeVec2(float a){
}
float interleaved_gradientNoise_temporal(){
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
vec2 coord = gl_FragCoord.xy;
#ifdef TAA
coord += (frameCounter*9)%40000;
#endif
return fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
return noise;
}
float R2_dither(){
#ifdef TAA
vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
#else
vec2 coord = gl_FragCoord.xy;
vec2 coord = gl_FragCoord.xy ;
#ifdef TAA
coord += (frameCounter*2)%40000;
#endif
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
#ifdef TAA
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
#else
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887);
#endif
}
vec4 blueNoise(vec2 coord){
return texelFetch2D(colortex6, ivec2(coord )%512 , 0);
return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
}
vec2 R2_samples(int n){
vec2 alpha = vec2(0.75487765, 0.56984026);
@ -236,63 +248,53 @@ float convertHandDepth_2(in float depth, bool hand) {
ndcDepth /= MC_HAND_DEPTH;
return ndcDepth * 0.5 + 0.5;
}
vec2 SSAO(
vec3 viewPos, vec3 normal, bool hand, bool leaves, float noise
){
// if(hand) return vec2(1.0,0.0);
int samples = 7;
float occlusion = 0.0;
float sss = 0.0;
vec3 normalizedNormals = normalize(normal);
vec2 jitterOffsets = TAA_Offset*texelSize*0.5 * RENDER_SCALE - texelSize*0.5;
float dist = 1.0 + clamp(viewPos.z*viewPos.z/50.0,0,5); // shrink sample size as distance increases
float mulfov2 = gbufferProjection[1][1]/(3 * dist);
float maxR2 = viewPos.z*viewPos.z*mulfov2*2.0 * 5.0 / mix(4.0, 50.0, clamp(viewPos.z*viewPos.z - 0.1,0,1));
#ifdef Ambient_SSS
float maxR2_2 = viewPos.z;//*viewPos.z*mulfov2*2.*2./4.0;
float dist3 = clamp(1-exp( viewPos.z*viewPos.z / -50),0,1);
// if(leaves) maxR2_2 = 0.1;
// if(leaves) maxR2_2 = mix(10, maxR2_2, dist3);
#endif
vec2 acc = -(TAA_Offset*(texelSize/2.0))*RENDER_SCALE ;
// scale the offset radius down as distance increases.
float linearViewDistance = length(viewPos);
float distanceScale = hand ? 30.0 : mix(40.0, 10.0, pow(clamp(1.0 - linearViewDistance/50.0,0.0,1.0),2.0));
float depthCancelation = (linearViewDistance*linearViewDistance) / distanceScale * 0.5;
// vec2 BLUENOISE = blueNoise(gl_FragCoord.xy).rg;
int n = 0;
float leaf = leaves ? -0.5 : 0.0;
int n = 0;
for (int i = 0; i < samples; i++) {
// vec2 sampleOffset = (SpiralSample(i, 7, 8 , noise)) * mulfov2 * clamp(0.05 + i*0.095, 0.0,0.3) ;
vec2 sampleOffset = CleanSample(i, samples - 1, noise) * mulfov2 * 0.3 ;
vec2 offsets = CleanSample(i, samples - 1, noise) / distanceScale;
ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE);
ivec2 offsetUV = ivec2(gl_FragCoord.xy + offsets*vec2(viewWidth, viewHeight*aspectRatio)*RENDER_SCALE);
if (offsetUV.x >= 0 && offsetUV.y >= 0 && offsetUV.x < viewWidth*RENDER_SCALE.x && offsetUV.y < viewHeight*RENDER_SCALE.y ) {
float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, offsetUV, 0).x, hand);
if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth*RENDER_SCALE.x && offset.y < viewHeight*RENDER_SCALE.y ) {
#ifdef DISTANT_HORIZONS
float dhdepth = texelFetch2D(dhDepthTex1, offset,0).x;
float sampleDHDepth = texelFetch2D(dhDepthTex1, offsetUV, 0).x;
vec3 offsetViewPos = toScreenSpace_DH((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth, sampleDHDepth);
#else
float dhdepth = 0.0;
vec3 offsetViewPos = toScreenSpace(vec3((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth));
#endif
vec3 t0 = toScreenSpace_DH((offset*texelSize+acc+0.5*texelSize) * (1.0/RENDER_SCALE), convertHandDepth_2(texelFetch2D(depthtex1, offset,0).x, hand), dhdepth);
vec3 vec = (t0.xyz - viewPos);
float dsquared = dot(vec, vec);
vec3 viewPosDiff = offsetViewPos - viewPos;
float viewPosDiffSquared = dot(viewPosDiff, viewPosDiff);
if (dsquared > 1e-5){
if( dsquared < maxR2){
float NdotV = clamp(dot(vec*inversesqrt(dsquared), normalize(normal)),0.,1.);
occlusion += NdotV * clamp(1.0-dsquared/maxR2,0.0,1.0);
if (viewPosDiffSquared > 1e-5){
if(viewPosDiffSquared < depthCancelation){
float NdotV = clamp(dot(viewPosDiff*inversesqrt(viewPosDiffSquared), normalizedNormals),0.0,1.0);
occlusion += NdotV * clamp(1.0-(viewPosDiffSquared/depthCancelation),0.0,1.0);
}
#ifdef Ambient_SSS
sss += clamp(leaf - dot(vec, normalize(normal)),0.0,1.0);
sss += clamp(0.0 - dot(viewPosDiff, normalizedNormals),0.0,1.0) * exp(-10.0 * occlusion);
#endif
n += 1;
@ -302,6 +304,52 @@ vec2 SSAO(
return max(1.0 - vec2(occlusion*AO_Strength, sss)/n, 0.0);
}
float ScreenSpace_SSS(
vec3 viewPos, vec3 normal, bool hand, bool leaves, float noise
){
int samples = 7;
float occlusion = 0.0;
float sss = 0.0;
vec3 normalizedNormals = normalize(normal);
vec2 jitterOffsets = TAA_Offset*texelSize*0.5 * RENDER_SCALE - texelSize*0.5;
// scale the offset radius down as distance increases.
float linearViewDistance = length(viewPos);
float distanceScale = hand ? 30.0 : mix(40.0, 10.0, pow(clamp(1.0 - linearViewDistance/50.0,0.0,1.0),2.0));
float leaf = leaves ? -0.5 : 0.0;
int n = 0;
for (int i = 0; i < samples; i++) {
vec2 offsets = CleanSample(i, samples - 1, noise) / distanceScale;
ivec2 offsetUV = ivec2(gl_FragCoord.xy + offsets*vec2(viewWidth, viewHeight*aspectRatio)*RENDER_SCALE);
if (offsetUV.x >= 0 && offsetUV.y >= 0 && offsetUV.x < viewWidth*RENDER_SCALE.x && offsetUV.y < viewHeight*RENDER_SCALE.y ) {
float sampleDepth = convertHandDepth_2(texelFetch2D(depthtex1, offsetUV, 0).x, hand);
#ifdef DISTANT_HORIZONS
float sampleDHDepth = texelFetch2D(dhDepthTex1, offsetUV, 0).x;
vec3 offsetViewPos = toScreenSpace_DH((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth, sampleDHDepth);
#else
vec3 offsetViewPos = toScreenSpace(vec3((offsetUV*texelSize - jitterOffsets) * (1.0/RENDER_SCALE), sampleDepth));
#endif
vec3 viewPosDiff = offsetViewPos - viewPos;
float viewPosDiffSquared = dot(viewPosDiff, viewPosDiff);
if (viewPosDiffSquared > 1e-5){
sss += clamp(leaf - dot(viewPosDiff, normalizedNormals),0.0,1.0);
n += 1;
}
}
}
return max(1.0 - sss/n, 0.0);
}
vec4 encode (vec3 n, vec2 lightmaps){
n.xy = n.xy / dot(abs(n), vec3(1.0));
n.xy = n.z <= 0.0 ? (1.0 - abs(n.yx)) * sign(n.xy) : n.xy;
@ -366,14 +414,59 @@ float sampleDepth(sampler2D depthTex, vec2 texcoord, bool hand){
return convertHandDepth_2(texture2D(depthTex, texcoord).r, hand);
}
flat varying vec3 zMults;
vec4 BilateralUpscale_VLFOG(sampler2D tex, sampler2D depth, vec2 coord, float referenceDepth){
ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
ivec2 posDepth = ivec2(coord*VL_RENDER_RESOLUTION) * scaling;
ivec2 posColor = ivec2(coord*VL_RENDER_RESOLUTION);
ivec2 pos = ivec2(gl_FragCoord.xy*texelSize + 1);
ivec2 getRadius[5] = ivec2[](
ivec2(-1,-1),
ivec2( 1, 1),
ivec2(-1, 1),
ivec2( 1,-1),
ivec2( 0, 0)
);
#ifdef DISTANT_HORIZONS
float diffThreshold = 0.01;
#else
float diffThreshold = zMults.x;
#endif
vec4 RESULT = vec4(0.0);
float SUM = 0.0;
for (int i = 0; i < 4; i++) {
ivec2 radius = getRadius[i];
#ifdef DISTANT_HORIZONS
float offsetDepth = sqrt(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling,0).a/65000.0);
#else
float offsetDepth = ld(texelFetch2D(depth, posDepth + radius * scaling + pos * scaling, 0).r);
#endif
float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
RESULT += texelFetch2D(tex, posColor + radius + pos, 0) * EDGES;
SUM += EDGES;
}
return RESULT / SUM;
}
/* RENDERTARGETS:3,14,12*/
#include "/lib/sky_gradient.glsl"
/* RENDERTARGETS:3,14,12,10*/
void main() {
float noise = R2_dither();
vec2 texcoord = gl_FragCoord.xy*texelSize;
float z = texture2D(depthtex1,texcoord).x;
@ -389,7 +482,7 @@ void main() {
vec4 SHADOWDATA = vec4(0.0);
vec4 data = texture2D(colortex1,texcoord);
vec4 data = texelFetch2D(colortex1,ivec2(gl_FragCoord.xy),0);
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y));
vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
vec3 normal = mat3(gbufferModelViewInverse) * clamp(worldToView( decode(dataUnpacked0.yw) ),-1.,1.);
@ -437,13 +530,11 @@ void main() {
gl_FragData[2] = vec4(vec3(0.0), 65000.0);
vec3 FlatNormals = texture2D(colortex15,texcoord).rgb * 2.0 - 1.0;
if(z >= 1.0){
FlatNormals = normal;
}
vec3 FlatNormals = normalize(texture2D(colortex15,texcoord).rgb * 2.0 - 1.0);
if(z >= 1.0) FlatNormals = normal;
vec2 SSAO_SSS = SSAO(viewPos, FlatNormals, hand, isLeaf, noise);
vec2 SSAO_SSS = SSAO(viewPos, worldToView(FlatNormals), hand, isLeaf, noise);
if(swappedDepth >= 1.0) SSAO_SSS = vec2(1.0,0.0);
@ -453,6 +544,21 @@ void main() {
#endif
/*------------- VOLUMETRICS BEHIND TRANSLUCENTS PASS-THROUGH -------------*/
// colortex10 is the history buffer used in reprojection of volumetrics, i can just hijack that.
gl_FragData[3] = texture2D(colortex10, texcoord);
// if(texture2D(colortex7,texcoord).a > 0.0) {
// vec4 VL = BilateralUpscale_VLFOG(colortex13, depthtex1, gl_FragCoord.xy - 1.5, ld(z));
// // gl_FragData[3].rgb += VL.rgb * gl_FragData[3].a;
// // gl_FragData[3].a *= VL.a;
// }
#ifdef OVERWORLD_SHADER
float SpecularTex = texture2D(colortex8,texcoord).z;
float LabSSS = clamp((-64.0 + SpecularTex * 255.0) / 191.0 ,0.0,1.0);
@ -463,9 +569,7 @@ void main() {
float minshadowfilt = Min_Shadow_Filter_Radius;
float maxshadowfilt = Max_Shadow_Filter_Radius;
// if(lightmap.y < 0.1 && !entities){
// maxshadowfilt = mix(minshadowfilt, maxshadowfilt, vanillAO);
// }
if(lightmap.y < 0.1) maxshadowfilt = min(maxshadowfilt, minshadowfilt);
#ifdef BASIC_SHADOW_FILTER
if (LabSSS > 0.0 && NdotL < 0.001){