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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
combine end and nether shaders into one group of programs. for my own ease of use.
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@ -15,72 +15,64 @@ void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, ino
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SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
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}
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//// OVERWORLD ////
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#ifdef OVERWORLD
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vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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// Lightmap.x = 0.0;
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// Lightmap.y = 1.0;
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#ifdef OVERWORLD_SHADER
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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SkyColor = (SkyColor * ambient_brightness) / 30.0;
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
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return SkyLight * skyLightDir + TorchLight;
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}
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vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
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// vec3 SunLight = max(NdotL * Shadow, SubsurfaceScattering) * SunColor;
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vec3 SunLight = NdotL * Shadow * SunColor;
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vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float skyLightDir){
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// Lightmap.x = 0.0;
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// Lightmap.y = 1.0;
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return SunLight;
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}
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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SkyColor = (SkyColor * ambient_brightness) / 30.0;
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision) );
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return SkyLight * skyLightDir + TorchLight;
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}
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vec3 DoDirectLighting(vec3 SunColor, float Shadow, float NdotL, float SubsurfaceScattering){
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vec3 SunLight = NdotL * Shadow * SunColor;
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return SunLight;
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}
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#endif
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#ifdef NETHER
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//// NETHER ////
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vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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#ifdef NETHER_SHADER
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vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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return FogColor + TorchLight ;
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}
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FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
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return FogColor + TorchLight ;
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}
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#endif
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#ifdef END
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//// END ////
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vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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#ifdef END_SHADER
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vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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// vec3 TorchLight = TorchColor * clamp(pow(Lightmap,3.0),0.0,1.0);
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// vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap,0.0,1.0) ,0.1),2);
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// TorchLight = exp(TorchLight * 30) - 1.0;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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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;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
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vec3 TorchLight = TorchColor * TorchLM * 0.75;
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TorchLight *= TORCH_AMOUNT;
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FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
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// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)) * (vec3(0.5,0.75,1.0) * 0.05);
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// vec3 AmbientLight = sqrt( clamp(1.25 + dot(Normal,np3),0.0,1.0)*0.5) * FogColor;
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// vec3 AmbientLight = vec3(0.5,0.75,1.0) * 0.05 + FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0)*0.5;
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FogColor = (FogColor / pow(0.00001 + dot(FogColor,vec3(0.3333)),1.0) ) * 0.1;
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vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
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vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.05;
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vec3 AmbientLight = max(vec3(0.5,0.75,1.0) * 0.05, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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return TorchLight + AmbientLight + FogTint;
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}
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return TorchLight + AmbientLight + FogTint;
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}
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#endif
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@ -223,7 +223,11 @@ float cloudVol(in vec3 pos, int LOD){
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}
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mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec4 GetVolumetricFog(
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vec3 fragpos,
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float dither,
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float dither2
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) {
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int SAMPLES = 16;
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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@ -250,12 +254,11 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec3 vL = vec3(0.);
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float dL = length(dVWorld);
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vec3 absorbance = vec3(1.0);
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float absorbance = 1.0;
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float expFactor = 11.0;
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vec3 fogColor = (gl_Fog.color.rgb / max(pow(dot(gl_Fog.color.rgb,vec3(0.3333)),1.1),0.01) ) ;
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for (int i=0;i<SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0);
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@ -308,7 +311,7 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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absorbance *= exp(-(density+air)*dd*dL);
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}
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return mat2x3(vL,absorbance);
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return vec4(vL, absorbance);
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}
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float GetCloudShadow(vec3 WorldPos, vec3 LightPos, float noise){
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@ -38,7 +38,8 @@ float cloudVol(in vec3 pos){
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vec4 GetVolumetricFog(
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vec3 fragpos,
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float dither
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float dither,
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float dither2
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){
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int SAMPLES = 16;
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vec3 vL = vec3(0.0);
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@ -93,5 +94,5 @@ vec4 GetVolumetricFog(
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if (absorbance < 1e-5) break;
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}
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return vec4(vL,absorbance);
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return vec4(vL, absorbance);
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}
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@ -231,7 +231,7 @@ void DoSpecularReflections(
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// apply background reflections to the final color. make sure it does not exist based on the lightmap
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#ifdef Sky_reflection
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#ifndef OVERWORLD
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#ifndef OVERWORLD_SHADER
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if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD2(L, colortex4, sqrt(Roughness) * 6.0).rgb / 30.0) * Metals;
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#else
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if(hasReflections) Background_Reflection = (skyCloudsFromTexLOD(L, colortex4, sqrt(Roughness) * 9.0).rgb / 30.0) * Metals;
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