mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -1,32 +1,26 @@
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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uniform vec2 texelSize;
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uniform sampler2D colortex7;
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uniform sampler2D colortex14;
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uniform sampler2D depthtex0;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform sampler2D noisetex;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform float aspectRatio;
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uniform sampler2D shadow;
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uniform sampler2D shadowcolor0;
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uniform sampler2D shadowcolor1;
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uniform sampler2D shadowtex0;
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uniform sampler2D shadowtex1;
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uniform sampler2D noisetex;
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uniform float frameTimeCounter;
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uniform vec3 previousCameraPosition;
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uniform vec3 cameraPosition;
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uniform int hideGUI;
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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#include "/lib/res_params.glsl"
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uniform int hideGUI;
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/*
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vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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@ -76,21 +70,19 @@ vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
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return result;
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}
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/// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595
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void applyContrast(inout vec3 color, float contrast){
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color = (color - 0.5) * contrast + 0.5;
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}
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*/
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float lowerCurve(float x) {
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float y = 16 * x * (0.5 - x) * 0.1;
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return clamp(y, 0.0, 1.0);
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}
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float upperCurve(float x) {
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float y = 16 * (0.5 - x) * (x - 1.0) * 0.1;
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return clamp(y, 0.0, 1.0);
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}
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vec3 toneCurve(vec3 color){
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vec3 luminanceCurve(vec3 color){
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color.r += LOWER_CURVE * lowerCurve(color.r) + UPPER_CURVE * upperCurve(color.r);
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color.g += LOWER_CURVE * lowerCurve(color.g) + UPPER_CURVE * upperCurve(color.g);
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color.b += LOWER_CURVE * lowerCurve(color.b) + UPPER_CURVE * upperCurve(color.b);
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@ -110,49 +102,57 @@ vec3 colorGrading(vec3 color) {
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return saturate(graded_shadows * shadows_amount + graded_mids * mids_amount + graded_highlights * highlights_amount);
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}
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vec3 contrastAdaptiveSharpening(vec3 color, vec2 texcoord){
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//Weights : 1 in the center, 0.5 middle, 0.25 corners
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vec3 albedoCurrent1 = texture2D(colortex7, texcoord + vec2(texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 albedoCurrent2 = texture2D(colortex7, texcoord + vec2(texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 albedoCurrent3 = texture2D(colortex7, texcoord + vec2(-texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 albedoCurrent4 = texture2D(colortex7, texcoord + vec2(-texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 m1 = -0.5/3.5*color + albedoCurrent1/3.5 + albedoCurrent2/3.5 + albedoCurrent3/3.5 + albedoCurrent4/3.5;
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vec3 std = abs(color - m1) + abs(albedoCurrent1 - m1) + abs(albedoCurrent2 - m1) +
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abs(albedoCurrent3 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent4 - m1);
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float contrast = 1.0 - luma(std)/5.0;
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color = color*(1.0+(SHARPENING+UPSCALING_SHARPNENING)*contrast) -
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(SHARPENING+UPSCALING_SHARPNENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*color);
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return color;
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}
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vec3 saturationAndCrosstalk(vec3 color){
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float luminance = luma(color);
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vec3 lumaColDiff = color - luminance;
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color = color + lumaColDiff*(-luminance*CROSSTALK + SATURATION);
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return color;
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}
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void main() {
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/* DRAWBUFFERS:7 */
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#ifdef BICUBIC_UPSCALING
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vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb;
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#else
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vec3 col = texture2D(colortex7,texcoord).rgb;
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#endif
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vec3 color = texture2D(colortex7,texcoord).rgb;
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#ifdef CONTRAST_ADAPTATIVE_SHARPENING
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//Weights : 1 in the center, 0.5 middle, 0.25 corners
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vec3 albedoCurrent1 = texture2D(colortex7, texcoord + vec2(texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 albedoCurrent2 = texture2D(colortex7, texcoord + vec2(texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 albedoCurrent3 = texture2D(colortex7, texcoord + vec2(-texelSize.x,-texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 albedoCurrent4 = texture2D(colortex7, texcoord + vec2(-texelSize.x,texelSize.y)/MC_RENDER_QUALITY*0.5).rgb;
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vec3 m1 = -0.5/3.5*col + albedoCurrent1/3.5 + albedoCurrent2/3.5 + albedoCurrent3/3.5 + albedoCurrent4/3.5;
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vec3 std = abs(col - m1) + abs(albedoCurrent1 - m1) + abs(albedoCurrent2 - m1) +
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abs(albedoCurrent3 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent4 - m1);
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float contrast = 1.0 - luma(std)/5.0;
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col = col*(1.0+(SHARPENING+UPSCALING_SHARPNENING)*contrast)
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- (SHARPENING+UPSCALING_SHARPNENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
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color = contrastAdaptiveSharpening(color, texcoord);
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#endif
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float lum = luma(col);
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vec3 diff = col-lum;
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col = col + diff*(-lum*CROSSTALK + SATURATION);
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vec3 FINAL_COLOR = clamp(int8Dither(col,texcoord),0.0,1.0);
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#ifdef TONE_CURVE
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FINAL_COLOR = toneCurve(FINAL_COLOR);
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color = saturationAndCrosstalk(color);
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#ifdef LUMINANCE_CURVE
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color = luminanceCurve(color);
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#endif
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#ifdef COLOR_GRADING_ENABLED
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FINAL_COLOR = colorGrading(FINAL_COLOR);
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color = colorGrading(color);
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#endif
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applyContrast(FINAL_COLOR, CONTRAST); // for fun
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gl_FragData[0].rgb = FINAL_COLOR;
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gl_FragData[0].rgb = clamp(int8Dither(color, texcoord),0.0,1.0);
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}
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