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

This commit is contained in:
Xonk
2024-06-19 21:44:21 -04:00
parent afe1a2f30e
commit 56ad3b059d
33 changed files with 843 additions and 771 deletions

View File

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