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

@ -1,14 +1,18 @@
#include "/lib/settings.glsl"
uniform sampler2D colortex7;
uniform sampler2D colortex5;
uniform sampler2D colortex6;
uniform sampler2D colortex14;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D depthtex2;
uniform sampler2D noisetex;
varying vec2 texcoord;
uniform vec2 texelSize;
uniform float frameTimeCounter;
uniform int frameCounter;
uniform float viewHeight;
uniform float viewWidth;
uniform float aspectRatio;
@ -19,12 +23,19 @@ uniform int hideGUI;
#include "/lib/color_dither.glsl"
#include "/lib/res_params.glsl"
uniform float near;
uniform float far;
float ld(float dist) {
return (2.0 * near) / (far + near - dist * (far - near));
}
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 blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
#include "/lib/gameplay_effects.glsl"
@ -53,14 +64,20 @@ uniform mat4 gbufferPreviousModelView;
#include "/lib/util.glsl"
#include "/lib/projections.glsl"
vec3 tonemap(vec3 col){
return col/(1+luma(col));
}
vec3 invTonemap(vec3 col){
return col/(1-luma(col));
}
vec3 doMotionBlur(vec2 texcoord, float depth, float noise){
vec3 doMotionBlur(vec2 texcoord, float depth, float noise, bool hand){
float samples = 4.0;
vec3 color = vec3(0.0);
float blurMult = 1.0;
if(depth < 0.56) blurMult = 0.0;
if(hand) blurMult = 0.0;
vec3 viewPos = toScreenSpace(vec3(texcoord, depth));
viewPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
@ -71,8 +88,9 @@ vec3 doMotionBlur(vec2 texcoord, float depth, float noise){
vec2 velocity = texcoord - previousPosition.xy;
// thank you Capt Tatsu for letting me use these
velocity = (velocity / (1.0 + length(velocity))) * 0.05 * blurMult * MOTION_BLUR_STRENGTH;
velocity = (velocity / (1.0 + length(velocity)) ) * 0.05 * blurMult * MOTION_BLUR_STRENGTH;
texcoord = texcoord - velocity*(samples*0.5 + noise);
vec2 screenEdges = 2.0/vec2(viewWidth, viewHeight);
for (int i = 0; i < int(samples); i++) {
@ -81,23 +99,53 @@ vec3 doMotionBlur(vec2 texcoord, float depth, float noise){
color += texture2D(colortex7, clamp(texcoord, screenEdges, 1.0-screenEdges)).rgb;
}
// return vec3(texcoord,0.0);
return color / samples;
}
float convertHandDepth_2(in float depth, bool hand) {
if(!hand) return depth;
float ndcDepth = depth * 2.0 - 1.0;
ndcDepth /= MC_HAND_DEPTH;
return ndcDepth * 0.5 + 0.5;
}
uniform sampler2D shadowcolor1;
float doVignette( in vec2 texcoord, in float noise){
float vignette = 1.0-clamp(1.0-length(texcoord-0.5),0.0,1.0);
// vignette = pow(1.0-pow(1.0-vignette,3),5);
vignette *= vignette*vignette;
vignette = 1.0-vignette;
vignette *= vignette*vignette*vignette*vignette;
// stop banding
vignette = vignette + vignette*(noise-0.5)*0.01;
return mix(1.0, vignette, VIGNETTE_STRENGTH);
}
void main() {
float depth = texture2D(depthtex0,texcoord*RENDER_SCALE).r;
float noise = interleaved_gradientNoise();
float noise = blueNoise();
#ifdef MOTION_BLUR
vec3 COLOR = doMotionBlur(texcoord, depth, noise);
float depth = texture2D(depthtex0, texcoord*RENDER_SCALE).r;
bool hand = depth < 0.56;
float depth2 = convertHandDepth_2(depth, hand);
vec3 COLOR = doMotionBlur(texcoord, depth2, noise, hand);
#else
vec3 COLOR = texture2D(colortex7,texcoord).rgb;
#endif
#ifdef VIGNETTE
COLOR *= doVignette(texcoord, noise);
#endif
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT || defined WATER_ON_CAMERA_EFFECT
// for making the fun, more fun
applyGameplayEffects(COLOR, texcoord, noise);
@ -108,10 +156,19 @@ void main() {
#endif
#if DEBUG_VIEW == debug_SHADOWMAP
vec2 shadowUV = texcoord * vec2(2.0, 1.0) ;
vec2 shadowUV = texcoord * vec2(2.0, 1.0);
// shadowUV -= vec2(0.5,0.0);
// float zoom = 0.1;
// shadowUV = ((shadowUV-0.5) - (shadowUV-0.5)*zoom) + 0.5;
if(shadowUV.x < 1.0 && shadowUV.y < 1.0 && hideGUI == 1)COLOR = texture2D(shadowcolor1,shadowUV).rgb;
if(shadowUV.x < 1.0 && shadowUV.y < 1.0 && hideGUI == 1) COLOR = texture2D(shadowcolor1,shadowUV).rgb;
#endif
#if DEBUG_VIEW == debug_DEPTHTEX0
COLOR = vec3(ld(texture2D(depthtex0, texcoord*RENDER_SCALE).r));
#endif
#if DEBUG_VIEW == debug_DEPTHTEX1
COLOR = vec3(ld(texture2D(depthtex1, texcoord*RENDER_SCALE).r));
#endif