combine end and nether shaders into one group of programs. for my own ease of use.

This commit is contained in:
Xonk
2023-08-03 00:23:29 -04:00
parent cfc8722bc8
commit 848cccd9da
138 changed files with 2362 additions and 4710 deletions

View File

@ -15,72 +15,64 @@ void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, ino
SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
}
//// OVERWORLD ////
#ifdef OVERWORLD
vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
// Lightmap.x = 0.0;
// Lightmap.y = 1.0;
#ifdef OVERWORLD_SHADER
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
SkyColor = (SkyColor * ambient_brightness) / 30.0;
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
return SkyLight * skyLightDir + TorchLight;
}
vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
// vec3 SunLight = max(NdotL * Shadow, SubsurfaceScattering) * SunColor;
vec3 SunLight = NdotL * Shadow * SunColor;
vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
// Lightmap.x = 0.0;
// Lightmap.y = 1.0;
return SunLight;
}
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
SkyColor = (SkyColor * ambient_brightness) / 30.0;
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
return SkyLight * skyLightDir + TorchLight;
}
vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
vec3 SunLight = NdotL * Shadow * SunColor;
return SunLight;
}
#endif
#ifdef NETHER
//// NETHER ////
vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
#ifdef NETHER_SHADER
vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
return FogColor + TorchLight ;
}
FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
return FogColor + TorchLight ;
}
#endif
#ifdef END
//// END ////
vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
#ifdef END_SHADER
vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
// vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
// vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2);
// TorchLight = exp(TorchLight * 30) - 1.0;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)) * (vec3(0.5,0.75,1.0) * 0.05);
// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)*0.5) * FogColor;
// vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
return TorchLight + AmbientLight + FogTint;
}
return TorchLight + AmbientLight + FogTint;
}
#endif

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@ -223,7 +223,11 @@ float cloudVol(in vec3 pos, int LOD){
}
mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
vec4 GetVolumetricFog(
vec3 fragpos,
float dither,
float dither2
) {
int SAMPLES = 16;
//project pixel position into projected shadowmap space
vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
@ -250,12 +254,11 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
vec3 vL = vec3(0.);
float dL = length(dVWorld);
vec3 absorbance = vec3(1.0);
float absorbance = 1.0;
float expFactor = 11.0;
vec3 fogColor = (gl_Fog.color.rgb / max(pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1),0.01) ) ;
for (int i=0;i<SAMPLES;i++) {
float d = (pow(expFactor, float(i+dither)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
float dd = pow(expFactor, float(i+dither)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
@ -308,7 +311,7 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
absorbance *= exp(-(density+air)*dd*dL);
}
return mat2x3(vL,absorbance);
return vec4(vL, absorbance);
}
float GetCloudShadow(vec3 WorldPos, vec3 LightPos, float noise){

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@ -38,7 +38,8 @@ float cloudVol(in vec3 pos){
vec4 GetVolumetricFog(
vec3 fragpos,
float dither
float dither,
float dither2
){
int SAMPLES = 16;
vec3 vL = vec3(0.0);
@ -93,5 +94,5 @@ vec4 GetVolumetricFog(
if (absorbance < 1e-5) break;
}
return vec4(vL,absorbance);
return vec4(vL, absorbance);
}

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@ -231,7 +231,7 @@ void DoSpecularReflections(
// apply background reflections to the final color. make sure it does not exist based on the lightmap
#ifdef Sky_reflection
#ifndef OVERWORLD
#ifndef OVERWORLD_SHADER
if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals;
#else
if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD(L, colortex4, sqrt(Roughness) * 9.0).rgb / 30.0) * Metals;