mirror of
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.
This commit is contained in:
@ -1,638 +1,5 @@
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#version 120
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//#extension GL_EXT_gpu_shader4 : disable
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#include "/lib/settings.glsl"
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#define END_SHADER
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#define END
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#include "/lib/diffuse_lighting.glsl"
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varying vec2 texcoord;
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flat varying vec3 avgAmbient;
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flat varying vec2 TAA_Offset;
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flat varying float tempOffsets;
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const bool colortex5MipmapEnabled = true;
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const bool colortex4MipmapEnabled = true;
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uniform sampler2D colortex0;//clouds
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uniform sampler2D colortex1;//albedo(rgb),material(alpha) RGBA16
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uniform sampler2D colortex4;//Skybox
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uniform sampler2D colortex3;
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uniform sampler2D colortex7;
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uniform sampler2D colortex5;
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uniform sampler2D colortex2;
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uniform sampler2D colortex8;
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uniform sampler2D colortex10;
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uniform sampler2D colortex15;
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uniform sampler2D colortex6;//Skybox
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uniform sampler2D depthtex1;//depth
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uniform sampler2D depthtex0;//depth
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uniform sampler2D noisetex;//depth
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uniform int heldBlockLightValue;
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uniform int frameCounter;
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uniform int isEyeInWater;
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uniform mat4 shadowModelViewInverse;
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uniform mat4 shadowProjectionInverse;
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uniform float far;
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uniform float near;
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uniform float frameTimeCounter;
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uniform float rainStrength;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 gbufferPreviousProjection;
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uniform vec3 previousCameraPosition;
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uniform vec2 texelSize;
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uniform float viewWidth;
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uniform float viewHeight;
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uniform float aspectRatio;
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uniform vec3 cameraPosition;
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uniform vec3 sunVec;
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uniform ivec2 eyeBrightnessSmooth;
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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#include "/lib/color_transforms.glsl"
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#include "/lib/waterBump.glsl"
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#include "/lib/sky_gradient.glsl"
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float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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vec2 RENDER_SCALE = vec2(1.0);
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#include "/lib/end_fog.glsl"
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#undef LIGHTSOURCE_REFLECTION
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#define ENDSPECULAR
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#include "/lib/specular.glsl"
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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float lengthVec (vec3 vec){
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return sqrt(dot(vec,vec));
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}
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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float triangularize(float dither)
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{
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float center = dither*2.0-1.0;
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dither = center*inversesqrt(abs(center));
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return clamp(dither-fsign(center),0.0,1.0);
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}
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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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vec3 exponent = floor(log2(color));
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return color + dither*exp2(-mantissaBits)*exp2(exponent);
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}
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float facos(float sx){
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float x = clamp(abs( sx ),0.,1.);
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return sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
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}
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vec3 decode (vec2 encn){
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vec3 n = vec3(0.0);
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encn = encn * 2.0 - 1.0;
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n.xy = abs(encn);
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n.z = 1.0 - n.x - n.y;
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n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
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return clamp(normalize(n.xyz),-1.0,1.0);
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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// float linZ(float depth) {
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// return (2.0 * near) / (far + near - depth * (far - near));
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// // l = (2*n)/(f+n-d(f-n))
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// // f+n-d(f-n) = 2n/l
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// // -d(f-n) = ((2n/l)-f-n)
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// // d = -((2n/l)-f-n)/(f-n)
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// }
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// float invLinZ (float lindepth){
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// return -((2.0*near/lindepth)-far-near)/(far-near);
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// }
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// vec3 toClipSpace3(vec3 viewSpacePosition) {
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// return projMAD(gbufferProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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// }
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vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
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{
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float alpha0 = sampleNumber/nb;
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float alpha = (sampleNumber+jitter)/nb;
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float angle = jitter*6.28 + alpha * 4.0 * 6.28;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*sqrt(alpha);
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}
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vec3 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth,float maxZ){
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vec4 sampled = vec4(texelFetch2D(tex,ivec2(coord),0).rgb,1.0);
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return vec3(sampled.x,sampled.yz/sampled.w);
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}
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float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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vec2 R2_dither(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return vec2(fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter), fract((1.0-alpha.x) * gl_FragCoord.x + (1.0-alpha.y) * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter));
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}
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * (frameCounter*0.5+0.5) );
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}
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
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}
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vec3 toShadowSpaceProjected(vec3 p3){
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p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
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p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
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p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
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return p3;
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}
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vec2 tapLocation(int sampleNumber, float spinAngle,int nb, float nbRot,float r0)
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{
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float alpha = (float(sampleNumber*1.0f + r0) * (1.0 / (nb)));
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float angle = alpha * (nbRot * 6.28) + spinAngle*6.28;
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float ssR = alpha;
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float sin_v, cos_v;
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sin_v = sin(angle);
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cos_v = cos(angle);
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return vec2(cos_v, sin_v)*ssR;
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}
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float ssao(vec3 fragpos, float dither,vec3 normal)
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{
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float mulfov = 1.0;
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ivec2 pos = ivec2(gl_FragCoord.xy);
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const float tan70 = tan(70.*3.14/180.);
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float mulfov2 = gbufferProjection[1][1]/tan70;
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const float PI = 3.14159265;
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const float samplingRadius = 0.712;
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float angle_thresh = 0.05;
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float rd = mulfov2*0.05;
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//pre-rotate direction
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float n = 0.;
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float occlusion = 0.0;
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vec2 acc = -vec2(TAA_Offset)*texelSize*0.5;
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float mult = (dot(normal,normalize(fragpos))+1.0)*0.5+0.5;
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vec2 v = fract(vec2(dither,interleaved_gradientNoise()) + (frameCounter%10000) * vec2(0.75487765, 0.56984026));
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for (int j = 0; j < 7+2 ;j++) {
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vec2 sp = tapLocation(j,v.x,7+2,2.,v.y);
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vec2 sampleOffset = sp*rd;
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ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight));
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if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth && offset.y < viewHeight ) {
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vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x));
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vec3 vec = t0.xyz - fragpos;
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float dsquared = dot(vec,vec);
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if (dsquared > 1e-5){
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if (dsquared < fragpos.z*fragpos.z*0.05*0.05*mulfov2*2.*1.412){
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float NdotV = clamp(dot(vec*inversesqrt(dsquared), normalize(normal)),0.,1.);
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occlusion += NdotV;
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}
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n += 1.0;
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}
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}
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}
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return clamp(1.0-occlusion/n*2.0,0.,1.0);
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}
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vec3 viewToWorld(vec3 viewPosition) {
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vec4 pos;
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pos.xyz = viewPosition;
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pos.w = 0.0;
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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return pos.xyz;
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}
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
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inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
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int spCount = rayMarchSampleCount;
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vec3 start = toShadowSpaceProjected(rayStart);
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vec3 end = toShadowSpaceProjected(rayEnd);
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vec3 dV = (end-start);
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//limit ray length at 32 blocks for performance and reducing integration error
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//you can't see above this anyway
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float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
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dV *= maxZ;
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vec3 dVWorld = -mat3(gbufferModelViewInverse) * (rayEnd - rayStart) * maxZ;
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rayLength *= maxZ;
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float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
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estEndDepth *= maxZ;
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estSunDepth *= maxZ;
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vec3 absorbance = vec3(1.0);
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vec3 vL = vec3(0.0);
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float expFactor = 11.0;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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for (int i=0;i<spCount;i++) {
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float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
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vec3 spPos = start.xyz + dV*d;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs);
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vec3 light = (ambientMul*ambient) * scatterCoef;
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vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs *absorbance;
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absorbance *= exp(-dd * rayLength * waterCoefs);
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}
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inColor += vL;
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}
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void Emission(
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inout vec3 Lighting,
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vec3 Albedo,
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float Emission
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){
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// if( Emission < 255.0/255.0 ) Lighting = mix(Lighting, Albedo * Emissive_Brightness, pow(Emission, Emissive_Curve)); // old method.... idk why
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if( Emission < 255.0/255.0 ) Lighting += (Albedo * Emissive_Brightness * 0.25) * pow(Emission, Emissive_Curve);
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}
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float rayTraceShadow(vec3 dir,vec3 position,float dither){
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const float quality = 16.;
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vec3 clipPosition = toClipSpace3(position);
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//prevents the ray from going behind the camera
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float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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(-near -position.z) / dir.z : far*sqrt(3.) ;
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vec3 direction = toClipSpace3(position+dir*rayLength)-clipPosition; //convert to clip space
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direction.xyz = direction.xyz/max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y); //fixed step size
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vec3 stepv = direction * 3.0 * clamp(MC_RENDER_QUALITY,1.,2.0);
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vec3 spos = clipPosition;
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spos += stepv*dither ;
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for (int i = 0; i < int(quality); i++) {
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spos += stepv;
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float sp = texture2D(depthtex1,spos.xy).x;
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if( sp < spos.z) {
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float dist = abs(linZ(sp)-linZ(spos.z))/linZ(spos.z);
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if (dist < 0.015 ) return i / quality;
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}
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}
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return 1.0;
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}
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vec3 rayTrace_GI(vec3 dir,vec3 position,float dither, float quality){
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * far*sqrt(3.)) > -near) ?
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(-near -position.z) / dir.z : far*sqrt(3.);
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vec3 direction = normalize(toClipSpace3(position+dir*rayLength)-clipPosition); //convert to clip space
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direction.xy = normalize(direction.xy);
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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float mult = maxLengths.y;
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vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0) * dither;
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
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spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
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float biasdist = clamp(position.z*position.z/50.0,1,2); // shrink sample size as distance increases
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for(int i = 0; i < int(quality); i++){
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spos += stepv;
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float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
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float currZ = linZ(spos.z);
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if( sp < currZ) {
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float dist = abs(sp-currZ)/currZ;
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if (abs(dist) < biasdist*0.05) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
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}
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spos += stepv;
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}
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return vec3(1.1);
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}
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vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){
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float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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float stepSize = stepsizes / dist;
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int maxSteps = STEPS;
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vec3 clipPosition = toClipSpace3(position);
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float rayLength = ((position.z + dir.z * sqrt(3.0)*far) > -sqrt(3.0)*near) ?
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(-sqrt(3.0)*near -position.z) / dir.z : sqrt(3.0)*far;
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vec3 end = toClipSpace3(position+dir*rayLength) ;
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vec3 direction = end-clipPosition ; //convert to clip space
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float len = max(abs(direction.x)/texelSize.x,abs(direction.y)/texelSize.y)/stepSize;
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths = (step(0.,direction)-clipPosition) / direction;
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float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z)*2000.0;
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vec3 stepv = direction/len;
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int iterations = min(int(min(len, mult*len)-2), maxSteps);
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//Do one iteration for closest texel (good contact shadows)
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vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) ;
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spos.xy += TAA_Offset*texelSize*0.5*RENDER_SCALE;
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spos += stepv/(stepSize/2);
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float distancered = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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for(int i = 0; i < iterations; i++){
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if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
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spos += stepv*noise;
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float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/ texelSize/4),0).w/65000.0);
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float currZ = linZ(spos.z);
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if( sp < currZ) {
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float dist = abs(sp-currZ)/currZ;
|
||||
if (dist <= 0.1) return vec3(spos.xy, invLinZ(sp))/vec3(RENDER_SCALE,1.0);
|
||||
}
|
||||
}
|
||||
return vec3(1.1);
|
||||
}
|
||||
|
||||
vec3 cosineHemisphereSample(vec2 Xi, float roughness){
|
||||
float r = sqrt(Xi.x);
|
||||
float theta = 2.0 * 3.14159265359 * Xi.y;
|
||||
|
||||
float x = r * cos(theta);
|
||||
float y = r * sin(theta);
|
||||
|
||||
return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
|
||||
}
|
||||
|
||||
vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 T = normalize(cross(UpVector, N));
|
||||
vec3 B = cross(N, T);
|
||||
|
||||
return vec3((T * H.x) + (B * H.y) + (N * H.z));
|
||||
}
|
||||
vec2 R2_samples(int n){
|
||||
vec2 alpha = vec2(0.75487765, 0.56984026);
|
||||
return fract(alpha * n);
|
||||
}
|
||||
|
||||
void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightmaps, vec3 torchcolor){
|
||||
int nrays = RAY_COUNT;
|
||||
|
||||
vec3 radiance = vec3(0.0);
|
||||
vec3 occlusion = vec3(0.0);
|
||||
vec3 skycontribution = vec3(0.0);
|
||||
|
||||
// float skyLM = 0.0;
|
||||
// vec3 torchlight = vec3(0.0);
|
||||
// vec3 blank = vec3(0.0);
|
||||
// DoRTAmbientLighting(torchcolor, vec2(lightmaps,1.0), skyLM, torchlight, blank);
|
||||
|
||||
for (int i = 0; i < nrays; i++){
|
||||
int seed = (frameCounter%40000)*nrays+i;
|
||||
vec2 ij = fract(R2_samples(seed) + noise );
|
||||
|
||||
vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij,1.0)) ,1.0);
|
||||
|
||||
#ifdef HQ_SSGI
|
||||
vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, fragpos, blueNoise(), 50.); // ssr rt
|
||||
#else
|
||||
vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, fragpos, blueNoise(), 30.); // choc sspt
|
||||
#endif
|
||||
|
||||
skycontribution = lighting;
|
||||
|
||||
if (rayHit.z < 1.){
|
||||
|
||||
#if indirect_effect == 4
|
||||
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
|
||||
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
|
||||
if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
|
||||
radiance += (texture2D(colortex5,previousPosition.xy).rgb + skycontribution) * GI_Strength;
|
||||
}else{
|
||||
radiance += skycontribution;
|
||||
}
|
||||
#else
|
||||
radiance += skycontribution;
|
||||
#endif
|
||||
|
||||
occlusion += skycontribution * GI_Strength;
|
||||
|
||||
} else {
|
||||
radiance += skycontribution;
|
||||
}
|
||||
}
|
||||
|
||||
occlusion *= AO_Strength;
|
||||
|
||||
lighting = max(radiance/nrays - occlusion/nrays, 0.0);
|
||||
}
|
||||
void main() {
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
|
||||
|
||||
float z0 = texture2D(depthtex0,texcoord).x;
|
||||
float z = texture2D(depthtex1,texcoord).x;
|
||||
|
||||
vec2 tempOffset=TAA_Offset;
|
||||
float noise = blueNoise();
|
||||
|
||||
vec3 fragpos = toScreenSpace(vec3(texcoord-vec2(tempOffset)*texelSize*0.5,z));
|
||||
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
|
||||
vec3 np3 = normVec(p3);
|
||||
|
||||
|
||||
////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
|
||||
|
||||
vec4 data = texture2D(colortex1,texcoord);
|
||||
vec4 dataUnpacked0 = vec4(decodeVec2(data.x),decodeVec2(data.y)); // albedo, masks
|
||||
vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); // normals, lightmaps
|
||||
// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
|
||||
|
||||
vec3 albedo = toLinear(vec3(dataUnpacked0.xz,dataUnpacked1.x));
|
||||
vec2 lightmap = dataUnpacked1.yz;
|
||||
vec3 normal = decode(dataUnpacked0.yw);
|
||||
|
||||
////// --------------- UNPACK MISC --------------- //////
|
||||
|
||||
vec4 SpecularTex = texture2D(colortex8,texcoord);
|
||||
float LabSSS = clamp((-65.0 + SpecularTex.z * 255.0) / 190.0 ,0.0,1.0);
|
||||
|
||||
vec4 normalAndAO = texture2D(colortex15,texcoord);
|
||||
vec3 FlatNormals = normalAndAO.rgb * 2.0 - 1.0;
|
||||
vec3 slopednormal = normal;
|
||||
|
||||
#ifdef POM
|
||||
#ifdef Horrible_slope_normals
|
||||
vec3 ApproximatedFlatNormal = normalize(cross(dFdx(p3), dFdy(p3))); // it uses depth that has POM written to it.
|
||||
slopednormal = normalize(clamp(normal, ApproximatedFlatNormal*2.0 - 1.0, ApproximatedFlatNormal*2.0 + 1.0) );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float vanilla_AO = clamp(normalAndAO.a,0,1);
|
||||
normalAndAO.a = clamp(pow(normalAndAO.a*5,4),0,1);
|
||||
|
||||
|
||||
|
||||
bool iswater = texture2D(colortex7,texcoord).a > 0.99;
|
||||
bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
|
||||
bool isLeaf = abs(dataUnpacked1.w-0.55) <0.01;
|
||||
bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
|
||||
|
||||
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
|
||||
// bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
|
||||
|
||||
if (z >= 1.0) {
|
||||
|
||||
gl_FragData[0].rgb = vec3(0.0);
|
||||
|
||||
} else {
|
||||
|
||||
p3 += gbufferModelViewInverse[3].xyz;
|
||||
|
||||
// do all ambient lighting stuff
|
||||
vec3 Indirect_lighting = DoAmbientLighting_End(gl_Fog.color.rgb, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.x, normal, np3);
|
||||
|
||||
vec3 LightColor = LightSourceColor(clamp(sqrt(length(p3+cameraPosition) / 150.0 - 1.0) ,0.0,1.0));
|
||||
vec3 LightPos = LightSourcePosition(p3+cameraPosition, cameraPosition);
|
||||
|
||||
float LightFalloff = max(exp2(4.0 + length(LightPos) / -25),0.0);
|
||||
|
||||
float NdotL = clamp( dot(normal,normalize(-LightPos)),0.0,1.0);
|
||||
NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0);
|
||||
|
||||
float fogshadow = GetCloudShadow(p3+cameraPosition, LightPos, blueNoise());
|
||||
vec3 LightSource = (LightColor * max(LightColor - (1-fogshadow) ,0.0)) * LightFalloff * NdotL;
|
||||
// vec3 LightSource = LightColor * fogshadow * LightFalloff * NdotL ;
|
||||
|
||||
|
||||
|
||||
float LightFalloff2 = max(1.0-length(LightPos)/120,0.0);
|
||||
LightFalloff2 = pow(1.0-pow(1.0-LightFalloff2,0.5),2.0);
|
||||
LightFalloff2 *= 25;
|
||||
|
||||
LightSource += (LightColor * max(LightColor - 0.6,0.0)) * vec3(1.0,1.3,1.0) * LightFalloff2 * (NdotL*0.7+0.3);
|
||||
|
||||
// float RT_Shadows = rayTraceShadow(worldToView(normalize(-LightPos)), fragpos_RTSHADOW, blueNoise());
|
||||
// if(!hand) LightSource *= RT_Shadows*RT_Shadows;
|
||||
|
||||
|
||||
|
||||
#if indirect_effect == 0
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
if(!hand) Indirect_lighting *= AO;
|
||||
#endif
|
||||
|
||||
#if indirect_effect == 1
|
||||
vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -5) ) ;
|
||||
if(!hand) Indirect_lighting *= ssao(fragpos,noise,FlatNormals) * AO;
|
||||
#endif
|
||||
|
||||
// RTAO and/or SSGI
|
||||
#if indirect_effect == 3 || indirect_effect == 4
|
||||
if (!hand) ApplySSRT(Indirect_lighting, normal, blueNoise(gl_FragCoord.xy).rg, fragpos, lightmap.x,vec3(TORCH_R,TORCH_G,TORCH_B));
|
||||
#endif
|
||||
|
||||
// finalize
|
||||
gl_FragData[0].rgb = (Indirect_lighting + LightSource) * albedo;
|
||||
|
||||
// #ifdef Specular_Reflections
|
||||
// MaterialReflections_E(gl_FragData[0].rgb, SpecularTex.r, SpecularTex.ggg, albedo, normal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg,noise), hand, LightColor * LightFalloff, normalize(-LightPos), entities);
|
||||
// #endif
|
||||
|
||||
#ifdef Specular_Reflections
|
||||
vec3 specNoise = vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise());
|
||||
DoSpecularReflections(gl_FragData[0].rgb, fragpos, np3, vec3(0.0), specNoise, normal, SpecularTex.r, SpecularTex.g, albedo, vec3(0.0), 1.0, hand);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
Emission(gl_FragData[0].rgb, albedo, SpecularTex.a);
|
||||
|
||||
if(lightningBolt) gl_FragData[0].rgb = LightColor * 10 ;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (iswater && isEyeInWater == 0){
|
||||
vec3 fragpos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
|
||||
float Vdiff = distance(fragpos,fragpos0);
|
||||
float VdotU = np3.y;
|
||||
float estimatedDepth = Vdiff * abs(VdotU) ; //assuming water plane
|
||||
|
||||
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.3, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
|
||||
|
||||
waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol);
|
||||
}
|
||||
|
||||
|
||||
/* DRAWBUFFERS:3 */
|
||||
}
|
||||
#include "/dimensions/composite.fsh"
|
@ -1,51 +1,5 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
#define END_SHADER
|
||||
|
||||
varying vec2 texcoord;
|
||||
|
||||
flat varying vec3 avgAmbient;
|
||||
|
||||
flat varying float tempOffsets;
|
||||
flat varying vec2 TAA_Offset;
|
||||
flat varying vec3 zMults;
|
||||
|
||||
uniform sampler2D colortex4;
|
||||
|
||||
uniform float far;
|
||||
uniform float near;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform vec3 sunPosition;
|
||||
uniform float rainStrength;
|
||||
uniform float sunElevation;
|
||||
uniform int frameCounter;
|
||||
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
|
||||
|
||||
#include "/lib/util.glsl"
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
texcoord = gl_MultiTexCoord0.xy;
|
||||
|
||||
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||||
|
||||
TAA_Offset = offsets[frameCounter%8];
|
||||
|
||||
#ifndef TAA
|
||||
TAA_Offset = vec2(0.0);
|
||||
#endif
|
||||
|
||||
|
||||
avgAmbient = texelFetch2D(colortex4,ivec2(0,37),0).rgb;
|
||||
zMults = vec3((far * near)*2.0,far+near,far-near);
|
||||
}
|
||||
#include "/dimensions/composite.vsh"
|
5
shaders/world1/composite1.fsh
Normal file
5
shaders/world1/composite1.fsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite1.fsh"
|
5
shaders/world1/composite1.vsh
Normal file
5
shaders/world1/composite1.vsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/composite1.vsh"
|
@ -1,483 +0,0 @@
|
||||
#version 120
|
||||
//Vignetting, applies bloom, applies exposure and tonemaps the final image
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
#ifdef DOF
|
||||
//hexagon pattern
|
||||
const vec2 hex_offsets[60] = vec2[60] ( vec2( 0.2165, 0.1250 ),
|
||||
vec2( 0.0000, 0.2500 ),
|
||||
vec2( -0.2165, 0.1250 ),
|
||||
vec2( -0.2165, -0.1250 ),
|
||||
vec2( -0.0000, -0.2500 ),
|
||||
vec2( 0.2165, -0.1250 ),
|
||||
vec2( 0.4330, 0.2500 ),
|
||||
vec2( 0.0000, 0.5000 ),
|
||||
vec2( -0.4330, 0.2500 ),
|
||||
vec2( -0.4330, -0.2500 ),
|
||||
vec2( -0.0000, -0.5000 ),
|
||||
vec2( 0.4330, -0.2500 ),
|
||||
vec2( 0.6495, 0.3750 ),
|
||||
vec2( 0.0000, 0.7500 ),
|
||||
vec2( -0.6495, 0.3750 ),
|
||||
vec2( -0.6495, -0.3750 ),
|
||||
vec2( -0.0000, -0.7500 ),
|
||||
vec2( 0.6495, -0.3750 ),
|
||||
vec2( 0.8660, 0.5000 ),
|
||||
vec2( 0.0000, 1.0000 ),
|
||||
vec2( -0.8660, 0.5000 ),
|
||||
vec2( -0.8660, -0.5000 ),
|
||||
vec2( -0.0000, -1.0000 ),
|
||||
vec2( 0.8660, -0.5000 ),
|
||||
vec2( 0.2163, 0.3754 ),
|
||||
vec2( -0.2170, 0.3750 ),
|
||||
vec2( -0.4333, -0.0004 ),
|
||||
vec2( -0.2163, -0.3754 ),
|
||||
vec2( 0.2170, -0.3750 ),
|
||||
vec2( 0.4333, 0.0004 ),
|
||||
vec2( 0.4328, 0.5004 ),
|
||||
vec2( -0.2170, 0.6250 ),
|
||||
vec2( -0.6498, 0.1246 ),
|
||||
vec2( -0.4328, -0.5004 ),
|
||||
vec2( 0.2170, -0.6250 ),
|
||||
vec2( 0.6498, -0.1246 ),
|
||||
vec2( 0.6493, 0.6254 ),
|
||||
vec2( -0.2170, 0.8750 ),
|
||||
vec2( -0.8663, 0.2496 ),
|
||||
vec2( -0.6493, -0.6254 ),
|
||||
vec2( 0.2170, -0.8750 ),
|
||||
vec2( 0.8663, -0.2496 ),
|
||||
vec2( 0.2160, 0.6259 ),
|
||||
vec2( -0.4340, 0.5000 ),
|
||||
vec2( -0.6500, -0.1259 ),
|
||||
vec2( -0.2160, -0.6259 ),
|
||||
vec2( 0.4340, -0.5000 ),
|
||||
vec2( 0.6500, 0.1259 ),
|
||||
vec2( 0.4325, 0.7509 ),
|
||||
vec2( -0.4340, 0.7500 ),
|
||||
vec2( -0.8665, -0.0009 ),
|
||||
vec2( -0.4325, -0.7509 ),
|
||||
vec2( 0.4340, -0.7500 ),
|
||||
vec2( 0.8665, 0.0009 ),
|
||||
vec2( 0.2158, 0.8763 ),
|
||||
vec2( -0.6510, 0.6250 ),
|
||||
vec2( -0.8668, -0.2513 ),
|
||||
vec2( -0.2158, -0.8763 ),
|
||||
vec2( 0.6510, -0.6250 ),
|
||||
vec2( 0.8668, 0.2513 ));
|
||||
|
||||
const vec2 offsets[60] = vec2[60] ( vec2( 0.0000, 0.2500 ),
|
||||
vec2( -0.2165, 0.1250 ),
|
||||
vec2( -0.2165, -0.1250 ),
|
||||
vec2( -0.0000, -0.2500 ),
|
||||
vec2( 0.2165, -0.1250 ),
|
||||
vec2( 0.2165, 0.1250 ),
|
||||
vec2( 0.0000, 0.5000 ),
|
||||
vec2( -0.2500, 0.4330 ),
|
||||
vec2( -0.4330, 0.2500 ),
|
||||
vec2( -0.5000, 0.0000 ),
|
||||
vec2( -0.4330, -0.2500 ),
|
||||
vec2( -0.2500, -0.4330 ),
|
||||
vec2( -0.0000, -0.5000 ),
|
||||
vec2( 0.2500, -0.4330 ),
|
||||
vec2( 0.4330, -0.2500 ),
|
||||
vec2( 0.5000, -0.0000 ),
|
||||
vec2( 0.4330, 0.2500 ),
|
||||
vec2( 0.2500, 0.4330 ),
|
||||
vec2( 0.0000, 0.7500 ),
|
||||
vec2( -0.2565, 0.7048 ),
|
||||
vec2( -0.4821, 0.5745 ),
|
||||
vec2( -0.6495, 0.3750 ),
|
||||
vec2( -0.7386, 0.1302 ),
|
||||
vec2( -0.7386, -0.1302 ),
|
||||
vec2( -0.6495, -0.3750 ),
|
||||
vec2( -0.4821, -0.5745 ),
|
||||
vec2( -0.2565, -0.7048 ),
|
||||
vec2( -0.0000, -0.7500 ),
|
||||
vec2( 0.2565, -0.7048 ),
|
||||
vec2( 0.4821, -0.5745 ),
|
||||
vec2( 0.6495, -0.3750 ),
|
||||
vec2( 0.7386, -0.1302 ),
|
||||
vec2( 0.7386, 0.1302 ),
|
||||
vec2( 0.6495, 0.3750 ),
|
||||
vec2( 0.4821, 0.5745 ),
|
||||
vec2( 0.2565, 0.7048 ),
|
||||
vec2( 0.0000, 1.0000 ),
|
||||
vec2( -0.2588, 0.9659 ),
|
||||
vec2( -0.5000, 0.8660 ),
|
||||
vec2( -0.7071, 0.7071 ),
|
||||
vec2( -0.8660, 0.5000 ),
|
||||
vec2( -0.9659, 0.2588 ),
|
||||
vec2( -1.0000, 0.0000 ),
|
||||
vec2( -0.9659, -0.2588 ),
|
||||
vec2( -0.8660, -0.5000 ),
|
||||
vec2( -0.7071, -0.7071 ),
|
||||
vec2( -0.5000, -0.8660 ),
|
||||
vec2( -0.2588, -0.9659 ),
|
||||
vec2( -0.0000, -1.0000 ),
|
||||
vec2( 0.2588, -0.9659 ),
|
||||
vec2( 0.5000, -0.8660 ),
|
||||
vec2( 0.7071, -0.7071 ),
|
||||
vec2( 0.8660, -0.5000 ),
|
||||
vec2( 0.9659, -0.2588 ),
|
||||
vec2( 1.0000, -0.0000 ),
|
||||
vec2( 0.9659, 0.2588 ),
|
||||
vec2( 0.8660, 0.5000 ),
|
||||
vec2( 0.7071, 0.7071 ),
|
||||
vec2( 0.5000, 0.8660 ),
|
||||
vec2( 0.2588, 0.9659 ));
|
||||
|
||||
const vec2 shadow_offsets[209] = vec2[209](vec2(0.8886414f , 0.07936136f),
|
||||
vec2(0.8190064f , 0.1900164f),
|
||||
vec2(0.8614115f , -0.06991258f),
|
||||
vec2(0.7685533f , 0.03792081f),
|
||||
vec2(0.9970094f , 0.02585129f),
|
||||
vec2(0.9686818f , 0.1570935f),
|
||||
vec2(0.9854341f , -0.09172997f),
|
||||
vec2(0.9330608f , 0.3326486f),
|
||||
vec2(0.8329557f , -0.2438523f),
|
||||
vec2(0.664771f , -0.0837701f),
|
||||
vec2(0.7429124f , -0.1530652f),
|
||||
vec2(0.9506453f , -0.2174281f),
|
||||
vec2(0.8192949f , 0.3485171f),
|
||||
vec2(0.6851269f , 0.2711877f),
|
||||
vec2(0.7665657f , 0.5014166f),
|
||||
vec2(0.673241f , 0.3793408f),
|
||||
vec2(0.6981376f , 0.1465924f),
|
||||
vec2(0.6521665f , -0.2384985f),
|
||||
vec2(0.5145761f , -0.05752508f),
|
||||
vec2(0.5641244f , -0.169443f),
|
||||
vec2(0.5916035f , 0.06004957f),
|
||||
vec2(0.57079f , 0.234188f),
|
||||
vec2(0.509311f , 0.1523665f),
|
||||
vec2(0.4204576f , 0.05759521f),
|
||||
vec2(0.8200846f , -0.3601041f),
|
||||
vec2(0.6893264f , -0.3473432f),
|
||||
vec2(0.4775535f , -0.3062558f),
|
||||
vec2(0.438106f , -0.1796866f),
|
||||
vec2(0.4056528f , -0.08251233f),
|
||||
vec2(0.5771964f , 0.5502692f),
|
||||
vec2(0.5094061f , 0.4025192f),
|
||||
vec2(0.6908483f , 0.572951f),
|
||||
vec2(0.5379036f , -0.4542191f),
|
||||
vec2(0.8167359f , -0.4793735f),
|
||||
vec2(0.6829269f , -0.4557574f),
|
||||
vec2(0.5725697f , -0.3477072f),
|
||||
vec2(0.5767449f , -0.5782524f),
|
||||
vec2(0.3979413f , -0.4172934f),
|
||||
vec2(0.4282598f , -0.5145645f),
|
||||
vec2(0.938814f , -0.3239739f),
|
||||
vec2(0.702452f , -0.5662871f),
|
||||
vec2(0.2832307f , -0.1285671f),
|
||||
vec2(0.3230537f , -0.2691054f),
|
||||
vec2(0.2921676f , -0.3734582f),
|
||||
vec2(0.2534037f , -0.4906001f),
|
||||
vec2(0.4343273f , 0.5223463f),
|
||||
vec2(0.3605334f , 0.3151571f),
|
||||
vec2(0.3498518f , 0.451428f),
|
||||
vec2(0.3230703f , 0.00287089f),
|
||||
vec2(0.1049206f , -0.1476725f),
|
||||
vec2(0.2063161f , -0.2608192f),
|
||||
vec2(0.7266634f , 0.6725333f),
|
||||
vec2(0.4027067f , -0.6185485f),
|
||||
vec2(0.2655533f , -0.5912259f),
|
||||
vec2(0.4947965f , 0.3025357f),
|
||||
vec2(0.5760762f , 0.68844f),
|
||||
vec2(0.4909205f , -0.6975324f),
|
||||
vec2(0.8609334f , 0.4559f),
|
||||
vec2(0.1836646f , 0.03724086f),
|
||||
vec2(0.2878554f , 0.178938f),
|
||||
vec2(0.3948484f , 0.1618928f),
|
||||
vec2(0.3519658f , -0.7628763f),
|
||||
vec2(0.6338583f , -0.673193f),
|
||||
vec2(0.5511802f , -0.8283072f),
|
||||
vec2(0.4090595f , -0.8717521f),
|
||||
vec2(0.1482169f , -0.374728f),
|
||||
vec2(0.1050598f , -0.2613987f),
|
||||
vec2(0.4210334f , 0.6578422f),
|
||||
vec2(0.2430464f , 0.4383665f),
|
||||
vec2(0.3329675f , 0.5512741f),
|
||||
vec2(0.2147711f , 0.3245511f),
|
||||
vec2(0.1227196f , 0.2529026f),
|
||||
vec2(-0.03937457f , 0.156439f),
|
||||
vec2(0.05618772f , 0.06690486f),
|
||||
vec2(0.06519571f , 0.3974038f),
|
||||
vec2(0.1360903f , 0.1466078f),
|
||||
vec2(-0.00170609f , 0.3089452f),
|
||||
vec2(0.1357622f , -0.5088975f),
|
||||
vec2(0.1604694f , -0.7453476f),
|
||||
vec2(0.1245694f , -0.6337074f),
|
||||
vec2(0.02542936f , -0.3728781f),
|
||||
vec2(0.02222222f , -0.649554f),
|
||||
vec2(0.09870815f , 0.5357338f),
|
||||
vec2(0.2073958f , 0.5452989f),
|
||||
vec2(0.216654f , -0.8935689f),
|
||||
vec2(0.2422334f , 0.665805f),
|
||||
vec2(0.0574713f , 0.6742729f),
|
||||
vec2(0.2021346f , 0.8144029f),
|
||||
vec2(0.3086587f , 0.7504997f),
|
||||
vec2(0.02122174f , -0.7498575f),
|
||||
vec2(-0.1551729f , 0.1809731f),
|
||||
vec2(-0.1947583f , 0.06246066f),
|
||||
vec2(-0.05754202f , -0.03901273f),
|
||||
vec2(-0.1083095f , 0.2952235f),
|
||||
vec2(-0.03259534f , -0.492394f),
|
||||
vec2(-0.02488567f , -0.2081116f),
|
||||
vec2(-0.1820729f , -0.1829884f),
|
||||
vec2(-0.1674413f , -0.04529009f),
|
||||
vec2(0.04342153f , -0.0368562f),
|
||||
vec2(0.801399f , -0.5845526f),
|
||||
vec2(0.3158276f , -0.9124843f),
|
||||
vec2(-0.05945269f , 0.6727523f),
|
||||
vec2(0.07701834f , 0.8579889f),
|
||||
vec2(-0.05778154f , 0.5699022f),
|
||||
vec2(0.1191713f , 0.7542591f),
|
||||
vec2(-0.2578296f , 0.3630984f),
|
||||
vec2(-0.1428598f , 0.4557526f),
|
||||
vec2(-0.3304029f , 0.5055485f),
|
||||
vec2(-0.3227198f , 0.1847367f),
|
||||
vec2(-0.4183801f , 0.3412776f),
|
||||
vec2(0.2538475f , 0.9317476f),
|
||||
vec2(0.406249f , 0.8423664f),
|
||||
vec2(0.4718862f , 0.7592828f),
|
||||
vec2(0.168472f , -0.06605823f),
|
||||
vec2(0.2632498f , -0.7084918f),
|
||||
vec2(-0.2816192f , -0.1023492f),
|
||||
vec2(-0.3161443f , 0.02489911f),
|
||||
vec2(-0.4677814f , 0.08450397f),
|
||||
vec2(-0.4156994f , 0.2408664f),
|
||||
vec2(-0.237449f , 0.2605326f),
|
||||
vec2(-0.0912179f , 0.06491816f),
|
||||
vec2(0.01475127f , 0.7670643f),
|
||||
vec2(0.1216858f , -0.9368939f),
|
||||
vec2(0.07010741f , -0.841011f),
|
||||
vec2(-0.1708607f , -0.4152923f),
|
||||
vec2(-0.1345006f , -0.5842513f),
|
||||
vec2(-0.09419055f , -0.3213732f),
|
||||
vec2(-0.2149337f , 0.730642f),
|
||||
vec2(-0.1102187f , 0.8425013f),
|
||||
vec2(-0.1808572f , 0.6244397f),
|
||||
vec2(-0.2414505f , -0.7063725f),
|
||||
vec2(-0.2410318f , -0.537854f),
|
||||
vec2(-0.1005938f , -0.7635075f),
|
||||
vec2(0.1053517f , 0.9678772f),
|
||||
vec2(-0.3340288f , 0.6926677f),
|
||||
vec2(-0.2363931f , 0.8464488f),
|
||||
vec2(-0.4057773f , 0.7786722f),
|
||||
vec2(-0.5484858f , 0.1686208f),
|
||||
vec2(-0.64842f , 0.02256887f),
|
||||
vec2(-0.5544513f , -0.02348978f),
|
||||
vec2(-0.492855f , -0.1083694f),
|
||||
vec2(-0.4248196f , 0.4674786f),
|
||||
vec2(-0.5873146f , 0.4072608f),
|
||||
vec2(-0.6439911f , 0.3038489f),
|
||||
vec2(-0.6419188f , 0.1293737f),
|
||||
vec2(-0.005880734f , 0.4699725f),
|
||||
vec2(-0.4239455f , 0.6250131f),
|
||||
vec2(-0.1701273f , 0.9506347f),
|
||||
vec2(7.665656E-05f , 0.9941212f),
|
||||
vec2(-0.7070159f , 0.4426281f),
|
||||
vec2(-0.7481344f , 0.3139496f),
|
||||
vec2(-0.8330062f , 0.2472693f),
|
||||
vec2(-0.7271438f , 0.2024286f),
|
||||
vec2(-0.5179888f , 0.3149576f),
|
||||
vec2(-0.8258062f , 0.3779382f),
|
||||
vec2(-0.8063191f , 0.1262931f),
|
||||
vec2(-0.2690676f , -0.4360798f),
|
||||
vec2(-0.3714577f , -0.5887412f),
|
||||
vec2(-0.3736085f , -0.4018324f),
|
||||
vec2(-0.3228985f , -0.2063406f),
|
||||
vec2(-0.2414576f , -0.2875458f),
|
||||
vec2(-0.4720859f , -0.3823904f),
|
||||
vec2(-0.4937642f , -0.2686005f),
|
||||
vec2(-0.01500604f , -0.9587054f),
|
||||
vec2(-0.08535925f , -0.8820614f),
|
||||
vec2(-0.6436375f , -0.3157263f),
|
||||
vec2(-0.5736347f , -0.4224878f),
|
||||
vec2(-0.5026127f , -0.5516239f),
|
||||
vec2(-0.8200902f , 0.5370023f),
|
||||
vec2(-0.7196413f , 0.57133f),
|
||||
vec2(-0.5849072f , 0.5917885f),
|
||||
vec2(-0.1598758f , -0.9739854f),
|
||||
vec2(-0.4230629f , -0.01858409f),
|
||||
vec2(-0.9403627f , 0.2213769f),
|
||||
vec2(-0.685889f , -0.2192711f),
|
||||
vec2(-0.6693704f , -0.4884708f),
|
||||
vec2(-0.7967147f , -0.3078234f),
|
||||
vec2(-0.596441f , -0.1686891f),
|
||||
vec2(-0.7366468f , -0.3939891f),
|
||||
vec2(-0.7963406f , 0.02246814f),
|
||||
vec2(-0.9177913f , 0.0929693f),
|
||||
vec2(-0.9284672f , 0.3329005f),
|
||||
vec2(-0.6497722f , 0.6851863f),
|
||||
vec2(-0.496019f , 0.7013303f),
|
||||
vec2(-0.3930301f , -0.6892192f),
|
||||
vec2(-0.2122009f , -0.8777389f),
|
||||
vec2(-0.3660335f , -0.801644f),
|
||||
vec2(-0.386839f , -0.1191898f),
|
||||
vec2(-0.7020127f , -0.0776734f),
|
||||
vec2(-0.7760845f , -0.1566844f),
|
||||
vec2(-0.5444778f , -0.6516482f),
|
||||
vec2(-0.5331346f , 0.4946506f),
|
||||
vec2(-0.3288236f , 0.9408244f),
|
||||
vec2(0.5819826f , 0.8101937f),
|
||||
vec2(-0.4894184f , -0.8290837f),
|
||||
vec2(-0.5183194f , 0.8454953f),
|
||||
vec2(-0.7665774f , -0.5223897f),
|
||||
vec2(-0.6703191f , -0.6217513f),
|
||||
vec2(-0.8902924f , -0.2446688f),
|
||||
vec2(-0.8574848f , -0.09174173f),
|
||||
vec2(-0.3544409f , -0.9239591f),
|
||||
vec2(-0.969833f , -0.1172272f),
|
||||
vec2(-0.8968207f , -0.4079512f),
|
||||
vec2(-0.5891477f , 0.7724466f),
|
||||
vec2(-0.2146262f , 0.5286855f),
|
||||
vec2(-0.3762444f , -0.3014335f),
|
||||
vec2(-0.9466863f , -0.008970681f),
|
||||
vec2(-0.596356f , -0.7976127f),
|
||||
vec2(-0.8877738f , 0.4569088f));
|
||||
#endif
|
||||
flat varying vec4 exposure;
|
||||
flat varying float rodExposure;
|
||||
varying vec2 texcoord;
|
||||
uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex5;
|
||||
uniform sampler2D colortex3;
|
||||
uniform sampler2D colortex7;
|
||||
uniform sampler2D depthtex0;
|
||||
uniform sampler2D noisetex;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
uniform float frameTimeCounter;
|
||||
uniform int frameCounter;
|
||||
uniform int isEyeInWater;
|
||||
uniform float near;
|
||||
uniform float aspectRatio;
|
||||
uniform float far;
|
||||
|
||||
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/color_dither.glsl"
|
||||
|
||||
|
||||
|
||||
float cdist(vec2 coord) {
|
||||
return max(abs(coord.s-0.5),abs(coord.t-0.5))*2.0;
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
}
|
||||
float ld(float depth) {
|
||||
return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
|
||||
}
|
||||
vec3 closestToCamera3x3()
|
||||
{
|
||||
vec2 du = vec2(texelSize.x, 0.0);
|
||||
vec2 dv = vec2(0.0, texelSize.y);
|
||||
|
||||
vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depthtex0, texcoord - dv - du).x);
|
||||
vec3 dtc = vec3(texcoord,0.) + vec3( 0.0, -texelSize.y, texture2D(depthtex0, texcoord - dv).x);
|
||||
vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depthtex0, texcoord - dv + du).x);
|
||||
|
||||
vec3 dml = vec3(texcoord,0.) + vec3(-texelSize.x, 0.0, texture2D(depthtex0, texcoord - du).x);
|
||||
vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depthtex0, texcoord).x);
|
||||
vec3 dmr = vec3(texcoord,0.) + vec3( texelSize.x, 0.0, texture2D(depthtex0, texcoord + du).x);
|
||||
|
||||
vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depthtex0, texcoord + dv - du).x);
|
||||
vec3 dbc = vec3(texcoord,0.) + vec3( 0.0, texelSize.y, texture2D(depthtex0, texcoord + dv).x);
|
||||
vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depthtex0, texcoord + dv + du).x);
|
||||
|
||||
vec3 dmin = dmc;
|
||||
|
||||
dmin = dmin.z > dtc.z? dtc : dmin;
|
||||
dmin = dmin.z > dtr.z? dtr : dmin;
|
||||
|
||||
dmin = dmin.z > dml.z? dml : dmin;
|
||||
dmin = dmin.z > dtl.z? dtl : dmin;
|
||||
dmin = dmin.z > dmr.z? dmr : dmin;
|
||||
|
||||
dmin = dmin.z > dbl.z? dbl : dmin;
|
||||
dmin = dmin.z > dbc.z? dbc : dmin;
|
||||
dmin = dmin.z > dbr.z? dbr : dmin;
|
||||
|
||||
return dmin;
|
||||
}
|
||||
void main() {
|
||||
/* DRAWBUFFERS:7 */
|
||||
float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.5);
|
||||
vec3 col = texture2D(colortex5,texcoord).rgb;
|
||||
#ifdef DOF
|
||||
/*--------------------------------*/
|
||||
float z = ld(texture2D(depthtex0, texcoord.st).r)*far;
|
||||
#ifdef AUTOFOCUS
|
||||
float focus = ld(texture2D(depthtex0, vec2(0.5)).r)*far;
|
||||
#else
|
||||
float focus = MANUAL_FOCUS;
|
||||
#endif
|
||||
float pcoc = min(abs(aperture * (focal/100.0 * (z - focus)) / (z * (focus - focal/100.0))),texelSize.x*15.0);
|
||||
#ifdef FAR_BLUR_ONLY
|
||||
pcoc *= float(z > focus);
|
||||
#endif
|
||||
float noise = blueNoise()*6.28318530718;
|
||||
mat2 noiseM = mat2( cos( noise ), -sin( noise ),
|
||||
sin( noise ), cos( noise )
|
||||
);
|
||||
vec3 bcolor = vec3(0.);
|
||||
float nb = 0.0;
|
||||
vec2 bcoord = vec2(0.0);
|
||||
/*--------------------------------*/
|
||||
#ifndef HQ_DOF
|
||||
bcolor = col;
|
||||
#ifdef HEXAGONAL_BOKEH
|
||||
for ( int i = 0; i < 60; i++) {
|
||||
bcolor += texture2D(colortex5, texcoord.xy + hex_offsets[i]*pcoc*vec2(1.0,aspectRatio)).rgb;
|
||||
}
|
||||
col = bcolor/61.0;
|
||||
#else
|
||||
for ( int i = 0; i < 60; i++) {
|
||||
bcolor += texture2D(colortex5, texcoord.xy + offsets[i]*pcoc*vec2(1.0,aspectRatio)).rgb;
|
||||
}
|
||||
/*--------------------------------*/
|
||||
col = bcolor/61.0;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef HQ_DOF
|
||||
for ( int i = 0; i < 209; i++) {
|
||||
bcolor += texture2D(colortex5, texcoord.xy + noiseM*shadow_offsets[i]*pcoc*vec2(1.0,aspectRatio)).rgb;
|
||||
}
|
||||
col = bcolor/209.0;
|
||||
#endif
|
||||
#endif
|
||||
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
|
||||
vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5).rgb/2./7.0;
|
||||
|
||||
float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a ,0.2) ,0.0,1.0)*vignette;
|
||||
|
||||
float VL_abs = texture2D(colortex7,texcoord).r;
|
||||
VL_abs = clamp((1.0-VL_abs*1.05)*BLOOMY_FOG*0.5,0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
|
||||
|
||||
col = ( mix(col, bloom, VL_abs) + bloom*lightScat) * exposure.rgb;
|
||||
/*
|
||||
//Purkinje Effect
|
||||
float lum = dot(col,vec3(0.15,0.3,0.55));
|
||||
float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
|
||||
float rodLum = lum2*300.0;
|
||||
float rodCurve = mix(1.0, rodLum/(2.5+rodLum), rodExposure/2.0*Purkinje_strength);
|
||||
col = mix(lum*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+0.001, col, rodCurve);
|
||||
*/
|
||||
#ifndef USE_ACES_COLORSPACE_APPROXIMATION
|
||||
col = LinearTosRGB(TONEMAP(col));
|
||||
#else
|
||||
col = col * ACESInputMat;
|
||||
col = TONEMAP(col);
|
||||
col = LinearTosRGB(clamp(col * ACESOutputMat, 0.0, 1.0));
|
||||
#endif
|
||||
//col = ACESFitted(texture2D(colortex4,texcoord/3.).rgb/500.);
|
||||
gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
|
||||
//if (nightMode < 0.99 && texcoord.x < 0.5) gl_FragData[0].rgb =vec3(0.0,1.0,0.0);
|
||||
|
||||
}
|
@ -1,23 +0,0 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
varying vec2 texcoord;
|
||||
flat varying vec4 exposure;
|
||||
flat varying float rodExposure;
|
||||
uniform sampler2D colortex4;
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
|
||||
gl_Position = ftransform();
|
||||
texcoord = gl_MultiTexCoord0.xy;
|
||||
exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
|
||||
rodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r;
|
||||
}
|
@ -1,141 +1,5 @@
|
||||
#version 120
|
||||
//Volumetric fog rendering
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
#define END_SHADER
|
||||
|
||||
flat varying vec4 lightCol;
|
||||
// flat varying vec3 ambientUp;
|
||||
// flat varying vec3 ambientLeft;
|
||||
// flat varying vec3 ambientRight;
|
||||
// flat varying vec3 ambientB;
|
||||
// flat varying vec3 ambientF;
|
||||
// flat varying vec3 ambientDown;
|
||||
flat varying vec2 TAA_Offset;
|
||||
flat varying float tempOffsets;
|
||||
flat varying float fogAmount;
|
||||
flat varying float VFAmount;
|
||||
uniform sampler2D noisetex;
|
||||
uniform sampler2D depthtex0;
|
||||
|
||||
|
||||
uniform sampler2D colortex2;
|
||||
uniform sampler2D colortex3;
|
||||
// uniform sampler2D colortex4;
|
||||
|
||||
uniform vec3 sunVec;
|
||||
uniform float far;
|
||||
uniform int frameCounter;
|
||||
uniform float rainStrength;
|
||||
uniform float sunElevation;
|
||||
uniform ivec2 eyeBrightnessSmooth;
|
||||
uniform float frameTimeCounter;
|
||||
uniform int isEyeInWater;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/color_dither.glsl"
|
||||
#include "/lib/projections.glsl"
|
||||
#include "/lib/end_fog.glsl"
|
||||
|
||||
|
||||
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+tempOffsets);
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
}
|
||||
|
||||
void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
|
||||
inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
|
||||
|
||||
int spCount = rayMarchSampleCount;
|
||||
vec3 start = toShadowSpaceProjected(rayStart);
|
||||
vec3 end = toShadowSpaceProjected(rayEnd);
|
||||
vec3 dV = (end-start);
|
||||
//limit ray length at 32 blocks for performance and reducing integration error
|
||||
//you can't see above this anyway
|
||||
float maxZ = min(rayLength,12.0)/(1e-8+rayLength);
|
||||
dV *= maxZ;
|
||||
|
||||
|
||||
rayLength *= maxZ;
|
||||
|
||||
float dY = normalize(mat3(gbufferModelViewInverse) * rayEnd).y * rayLength;
|
||||
estEndDepth *= maxZ;
|
||||
estSunDepth *= maxZ;
|
||||
|
||||
vec3 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
|
||||
vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
|
||||
|
||||
vec3 absorbance = vec3(1.0);
|
||||
vec3 vL = vec3(0.0);
|
||||
|
||||
float expFactor = 11.0;
|
||||
for (int i=0;i<spCount;i++) {
|
||||
float d = (pow(expFactor, float(i+dither)/float(spCount))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
|
||||
float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0);
|
||||
vec3 spPos = start.xyz + dV*d;
|
||||
|
||||
vec3 progressW = start.xyz+cameraPosition+dVWorld;
|
||||
|
||||
vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
|
||||
vec3 Indirectlight = ambientMul*ambient;
|
||||
|
||||
vec3 light = Indirectlight * scatterCoef;
|
||||
|
||||
vL += (light - light * exp(-waterCoefs * dd * rayLength)) / waterCoefs * absorbance;
|
||||
absorbance *= exp(-dd * rayLength * waterCoefs);
|
||||
}
|
||||
inColor += vL;
|
||||
|
||||
}
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
varying vec2 texcoord;
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:0 */
|
||||
|
||||
vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
|
||||
float z = texture2D(depthtex0,tc).x;
|
||||
vec3 fragpos = toScreenSpace(vec3(tc,z));
|
||||
|
||||
if (isEyeInWater == 0){
|
||||
|
||||
vec3 fragpos_ALT = toScreenSpace(vec3(texcoord-vec2(0.0)*texelSize*0.5,z));
|
||||
|
||||
float noise = blueNoise();
|
||||
mat2x3 vl = getVolumetricRays(noise,fragpos, interleaved_gradientNoise());
|
||||
|
||||
float absorbance = dot(vl[1],vec3(0.22,0.71,0.07));
|
||||
|
||||
gl_FragData[0] = clamp(vec4(vl[0],absorbance),0.000001,65000.);
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / 3.14;
|
||||
|
||||
vec3 fragpos0 = toScreenSpace(vec3(texcoord - TAA_Offset*texelSize*0.5,z));
|
||||
|
||||
vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.6, vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.01);
|
||||
|
||||
gl_FragData[0].a = 1;
|
||||
waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, 1 , 1, 1, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
#include "/dimensions/composite2.fsh"
|
@ -1,22 +1,5 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
flat varying float tempOffsets;
|
||||
#define END_SHADER
|
||||
|
||||
uniform int frameCounter;
|
||||
|
||||
#include "/lib/util.glsl"
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||||
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
|
||||
}
|
||||
#include "/dimensions/composite2.vsh"
|
@ -1,308 +1,5 @@
|
||||
#version 120
|
||||
//Horizontal bilateral blur for volumetric fog + Forward rendered objects + Draw volumetric fog
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
flat varying vec3 zMults;
|
||||
flat varying vec2 TAA_Offset;
|
||||
#define END_SHADER
|
||||
|
||||
|
||||
uniform sampler2D noisetex;
|
||||
uniform sampler2D depthtex0;
|
||||
uniform sampler2D depthtex1;
|
||||
uniform sampler2D colortex0;
|
||||
uniform sampler2D colortex1;
|
||||
uniform sampler2D colortex2;
|
||||
uniform sampler2D colortex3;
|
||||
// uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex5;
|
||||
uniform sampler2D colortex6;
|
||||
uniform sampler2D colortex7;
|
||||
uniform sampler2D colortex8;
|
||||
uniform sampler2D colortex9;
|
||||
uniform sampler2D colortex11;
|
||||
uniform sampler2D colortex13;
|
||||
uniform sampler2D colortex15;
|
||||
uniform vec2 texelSize;
|
||||
|
||||
flat varying vec3 noooormal;
|
||||
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
|
||||
flat varying vec3 WsunVec;
|
||||
|
||||
uniform vec3 sunVec;
|
||||
uniform float frameTimeCounter;
|
||||
uniform int frameCounter;
|
||||
uniform float far;
|
||||
uniform float near;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform mat4 gbufferModelView;
|
||||
uniform mat4 gbufferPreviousModelView;
|
||||
uniform mat4 gbufferProjectionInverse;
|
||||
uniform mat4 gbufferProjection;
|
||||
uniform mat4 gbufferPreviousProjection;
|
||||
uniform vec3 cameraPosition;
|
||||
uniform vec3 previousCameraPosition;
|
||||
|
||||
uniform int isEyeInWater;
|
||||
uniform ivec2 eyeBrightnessSmooth;
|
||||
uniform float rainStrength;
|
||||
uniform float blindness;
|
||||
uniform float darknessFactor;
|
||||
uniform float darknessLightFactor;
|
||||
|
||||
|
||||
#include "/lib/waterBump.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
#include "/lib/volumetricClouds.glsl"
|
||||
// #include "/lib/biome_specifics.glsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
|
||||
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
|
||||
|
||||
float ld(float depth) {
|
||||
return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
|
||||
}
|
||||
float luma(vec3 color) {
|
||||
return dot(color,vec3(0.21, 0.72, 0.07));
|
||||
}
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
vec3 toScreenSpace(vec3 p) {
|
||||
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
|
||||
vec3 p3 = p * 2. - 1.;
|
||||
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
|
||||
return fragposition.xyz / fragposition.w;
|
||||
}
|
||||
|
||||
|
||||
// #include "/lib/specular.glsl"
|
||||
|
||||
|
||||
|
||||
|
||||
vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth, vec2 distort){
|
||||
coord = coord;
|
||||
vec4 vl = vec4(0.0);
|
||||
float sum = 0.0;
|
||||
mat3x3 weights;
|
||||
const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
|
||||
ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION + distort)*scaling;
|
||||
ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION + distort);
|
||||
float dz = zMults.x;
|
||||
ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
|
||||
|
||||
ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
|
||||
float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
|
||||
sum += w;
|
||||
|
||||
tcDepth = posD + ivec2(-2,0) * scaling + pos * scaling;
|
||||
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
|
||||
sum += w;
|
||||
|
||||
tcDepth = posD + ivec2(0) + pos * scaling;
|
||||
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
|
||||
sum += w;
|
||||
|
||||
tcDepth = posD + ivec2(0,-2) * scaling + pos * scaling;
|
||||
dsample = ld(texelFetch2D(depth,tcDepth,0).r);
|
||||
w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
|
||||
vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
|
||||
sum += w;
|
||||
|
||||
return vl/sum;
|
||||
}
|
||||
|
||||
vec3 decode (vec2 encn){
|
||||
vec3 n = vec3(0.0);
|
||||
encn = encn * 2.0 - 1.0;
|
||||
n.xy = abs(encn);
|
||||
n.z = 1.0 - n.x - n.y;
|
||||
n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
|
||||
return clamp(normalize(n.xyz),-1.0,1.0);
|
||||
}
|
||||
vec2 decodeVec2(float a){
|
||||
const vec2 constant1 = 65535. / vec2( 256., 65536.);
|
||||
const float constant2 = 256. / 255.;
|
||||
return fract( a * constant1 ) * constant2 ;
|
||||
}
|
||||
|
||||
vec3 worldToView(vec3 worldPos) {
|
||||
vec4 pos = vec4(worldPos, 0.0);
|
||||
pos = gbufferModelView * pos;
|
||||
return pos.xyz;
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
}
|
||||
vec4 blueNoise(vec2 coord){
|
||||
return texelFetch2D(colortex6, ivec2(coord )%512 , 0);
|
||||
}
|
||||
vec3 normVec (vec3 vec){
|
||||
return vec*inversesqrt(dot(vec,vec));
|
||||
}
|
||||
|
||||
float interleaved_gradientNoise(){
|
||||
vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
|
||||
return noise;
|
||||
}
|
||||
vec3 viewToWorld(vec3 viewPosition) {
|
||||
vec4 pos;
|
||||
pos.xyz = viewPosition;
|
||||
pos.w = 0.0;
|
||||
pos = gbufferModelViewInverse * pos;
|
||||
return pos.xyz;
|
||||
}
|
||||
|
||||
/// 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) * max(contrast, 0.0)) + 0.5;
|
||||
}
|
||||
void main() {
|
||||
/* DRAWBUFFERS:73 */
|
||||
|
||||
vec2 texcoord = gl_FragCoord.xy*texelSize;
|
||||
|
||||
vec4 trpData = texture2D(colortex7,texcoord);
|
||||
|
||||
bool iswater = trpData.a > 0.99;
|
||||
float translucentAlpha = trpData.a;
|
||||
|
||||
// vec4 speculartex = texture2D(colortex8,texcoord); // translucents
|
||||
// float sunlight = speculartex.b;
|
||||
|
||||
//3x3 bilateral upscale from half resolution
|
||||
float z = texture2D(depthtex0,texcoord).x;
|
||||
float z2 = texture2D(depthtex1,texcoord).x;
|
||||
float frDepth = ld(z2);
|
||||
|
||||
// vec4 vl = texture2D(colortex0,texcoord * 0.5);
|
||||
|
||||
////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
|
||||
vec4 data_opaque = texture2D(colortex1,texcoord);
|
||||
vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
|
||||
// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
|
||||
|
||||
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
|
||||
vec2 lightmap = dataUnpacked1.yz;
|
||||
|
||||
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
|
||||
|
||||
vec3 data = texture2D(colortex11,texcoord).rgb;
|
||||
|
||||
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
|
||||
vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
|
||||
|
||||
|
||||
|
||||
vec4 albedo = vec4(unpack0.ba,unpack1.rg);
|
||||
|
||||
vec2 tangentNormals = unpack0.xy*2.0-1.0;
|
||||
|
||||
if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
|
||||
|
||||
vec4 TranslucentShader = texture2D(colortex2,texcoord);
|
||||
|
||||
float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
|
||||
|
||||
|
||||
vec2 tempOffset = TAA_Offset;
|
||||
vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
|
||||
vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2));
|
||||
|
||||
|
||||
vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
|
||||
vec3 np3 = normVec(p3);
|
||||
|
||||
|
||||
vec2 refractedCoord = texcoord;
|
||||
|
||||
/// --- REFRACTION --- ///
|
||||
#ifdef Refraction
|
||||
refractedCoord += (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE;
|
||||
// refractedCoord += tangentNormals * 0.1 * RENDER_SCALE;
|
||||
|
||||
float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
|
||||
float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
|
||||
if( refractedalpha <= 0.001 ||z < 0.56) refractedCoord = texcoord; // remove refracted coords on solids
|
||||
#endif
|
||||
|
||||
/// --- MAIN COLOR BUFFER --- ///
|
||||
// it is sampled with distorted texcoords
|
||||
vec3 color = texture2D(colortex3,refractedCoord).rgb;
|
||||
|
||||
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
|
||||
float bloomyFogMult = 1.0;
|
||||
|
||||
if (TranslucentShader.a > 0.0){
|
||||
#ifdef Glass_Tint
|
||||
if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
|
||||
#endif
|
||||
|
||||
color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
|
||||
}
|
||||
|
||||
// underwater fog
|
||||
if (isEyeInWater == 1){
|
||||
float dirtAmount = Dirt_Amount;
|
||||
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
|
||||
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
|
||||
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
|
||||
|
||||
// float fogfade = clamp( exp(length(fragpos) / -20) ,0.0,1.0);
|
||||
// vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
|
||||
vec3 fogfade = clamp( exp( (-length(fragpos)) * totEpsilon ) ,0.0,1.0);
|
||||
fogfade *= 1.0 - clamp( length(fragpos) / far,0.0,1.0);
|
||||
|
||||
color.rgb *= fogfade ;
|
||||
bloomyFogMult *= 0.4;
|
||||
}
|
||||
|
||||
// apply VL fog to the scene
|
||||
color *= vl.a;
|
||||
color += vl.rgb;
|
||||
|
||||
// bloomy rain effect
|
||||
float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
|
||||
if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
|
||||
|
||||
/// lava.
|
||||
if (isEyeInWater == 2){
|
||||
color.rgb = vec3(4.0,0.5,0.1);
|
||||
}
|
||||
|
||||
/// powdered snow
|
||||
if (isEyeInWater == 3){
|
||||
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
|
||||
bloomyFogMult = 0.0;
|
||||
}
|
||||
|
||||
// blidnesss
|
||||
color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -1),0.,1.) , blindness);
|
||||
|
||||
// darkness effect
|
||||
color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
|
||||
|
||||
#ifdef display_LUT
|
||||
vec2 movedTC = texcoord;
|
||||
vec3 thingy = texture2D(colortex4,movedTC).rgb / 150. * 5.0;
|
||||
if(luma(thingy) > 0.0 ) color.rgb = thingy;
|
||||
#endif
|
||||
|
||||
gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
|
||||
|
||||
gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
|
||||
|
||||
}
|
||||
#include "/dimensions/composite3.fsh"
|
@ -1,19 +1,5 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
varying vec2 texcoord;
|
||||
flat varying vec3 zMults;
|
||||
uniform float far;
|
||||
uniform float near;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
zMults = vec3(1.0/(far * near),far+near,far-near);
|
||||
gl_Position = ftransform();
|
||||
texcoord = gl_MultiTexCoord0.xy;
|
||||
|
||||
}
|
||||
#include "/dimensions/composite3.vsh"
|
@ -1,354 +1,5 @@
|
||||
#version 120
|
||||
//Temporal Anti-Aliasing + Dynamic exposure calculations (vertex shader)
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
#define END_SHADER
|
||||
|
||||
const int noiseTextureResolution = 32;
|
||||
|
||||
|
||||
/*
|
||||
const int colortex0Format = RGBA16F; // low res clouds (deferred->composite2) + low res VL (composite5->composite15)
|
||||
const int colortex1Format = RGBA16; //terrain gbuffer (gbuffer->composite2)
|
||||
const int colortex2Format = RGBA16F; //forward + transparencies (gbuffer->composite4)
|
||||
const int colortex3Format = R11F_G11F_B10F; //frame buffer + bloom (deferred6->final)
|
||||
const int colortex4Format = RGBA16F; //light values and skyboxes (everything)
|
||||
const int colortex5Format = R11F_G11F_B10F; //TAA buffer (everything)
|
||||
const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final)
|
||||
const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
|
||||
*/
|
||||
//no need to clear the buffers, saves a few fps
|
||||
const bool colortex0Clear = false;
|
||||
const bool colortex1Clear = false;
|
||||
const bool colortex2Clear = true;
|
||||
const bool colortex3Clear = false;
|
||||
const bool colortex4Clear = false;
|
||||
const bool colortex5Clear = false;
|
||||
const bool colortex6Clear = false;
|
||||
const bool colortex7Clear = false;
|
||||
|
||||
varying vec2 texcoord;
|
||||
flat varying float exposureA;
|
||||
flat varying float tempOffsets;
|
||||
uniform sampler2D colortex3;
|
||||
uniform sampler2D colortex5;
|
||||
uniform sampler2D colortex10;
|
||||
uniform sampler2D depthtex0;
|
||||
|
||||
uniform vec2 texelSize;
|
||||
uniform float frameTimeCounter;
|
||||
uniform int framemod8;
|
||||
uniform float viewHeight;
|
||||
uniform float viewWidth;
|
||||
uniform vec3 previousCameraPosition;
|
||||
uniform mat4 gbufferPreviousModelView;
|
||||
|
||||
|
||||
|
||||
|
||||
#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
|
||||
|
||||
#include "/lib/projections.glsl"
|
||||
|
||||
|
||||
float luma(vec3 color) {
|
||||
return dot(color,vec3(0.21, 0.72, 0.07));
|
||||
}
|
||||
float interleaved_gradientNoise(){
|
||||
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+tempOffsets);
|
||||
}
|
||||
float triangularize(float dither)
|
||||
{
|
||||
float center = dither*2.0-1.0;
|
||||
dither = center*inversesqrt(abs(center));
|
||||
return clamp(dither-fsign(center),0.0,1.0);
|
||||
}
|
||||
vec3 fp10Dither(vec3 color,float dither){
|
||||
const vec3 mantissaBits = vec3(6.,6.,5.);
|
||||
vec3 exponent = floor(log2(color));
|
||||
return color + dither*exp2(-mantissaBits)*exp2(exponent);
|
||||
}
|
||||
|
||||
|
||||
//returns the projected coordinates of the closest point to the camera in the 3x3 neighborhood
|
||||
vec3 closestToCamera3x3()
|
||||
{
|
||||
vec2 du = vec2(texelSize.x, 0.0);
|
||||
vec2 dv = vec2(0.0, texelSize.y);
|
||||
|
||||
vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depthtex0, texcoord - dv - du).x);
|
||||
vec3 dtc = vec3(texcoord,0.) + vec3( 0.0, -texelSize.y, texture2D(depthtex0, texcoord - dv).x);
|
||||
vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depthtex0, texcoord - dv + du).x);
|
||||
|
||||
vec3 dml = vec3(texcoord,0.) + vec3(-texelSize.x, 0.0, texture2D(depthtex0, texcoord - du).x);
|
||||
vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depthtex0, texcoord).x);
|
||||
vec3 dmr = vec3(texcoord,0.) + vec3( texelSize.x, 0.0, texture2D(depthtex0, texcoord + du).x);
|
||||
|
||||
vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depthtex0, texcoord + dv - du).x);
|
||||
vec3 dbc = vec3(texcoord,0.) + vec3( 0.0, texelSize.y, texture2D(depthtex0, texcoord + dv).x);
|
||||
vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depthtex0, texcoord + dv + du).x);
|
||||
|
||||
vec3 dmin = dmc;
|
||||
|
||||
dmin = dmin.z > dtc.z? dtc : dmin;
|
||||
dmin = dmin.z > dtr.z? dtr : dmin;
|
||||
|
||||
dmin = dmin.z > dml.z? dml : dmin;
|
||||
dmin = dmin.z > dtl.z? dtl : dmin;
|
||||
dmin = dmin.z > dmr.z? dmr : dmin;
|
||||
|
||||
dmin = dmin.z > dbl.z? dbl : dmin;
|
||||
dmin = dmin.z > dbc.z? dbc : dmin;
|
||||
dmin = dmin.z > dbr.z? dbr : dmin;
|
||||
|
||||
return dmin;
|
||||
}
|
||||
|
||||
//Modified texture interpolation from inigo quilez
|
||||
vec4 smoothfilter(in sampler2D tex, in vec2 uv)
|
||||
{
|
||||
vec2 textureResolution = vec2(viewWidth,viewHeight);
|
||||
uv = uv*textureResolution + 0.5;
|
||||
vec2 iuv = floor( uv );
|
||||
vec2 fuv = fract( uv );
|
||||
#ifndef SMOOTHESTSTEP_INTERPOLATION
|
||||
uv = iuv + (fuv*fuv)*(3.0-2.0*fuv);
|
||||
#endif
|
||||
#ifdef SMOOTHESTSTEP_INTERPOLATION
|
||||
uv = iuv + fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0);
|
||||
#endif
|
||||
uv = (uv - 0.5)/textureResolution;
|
||||
return texture2D( tex, uv);
|
||||
}
|
||||
//Due to low sample count we "tonemap" the inputs to preserve colors and smoother edges
|
||||
vec3 weightedSample(sampler2D colorTex, vec2 texcoord){
|
||||
vec3 wsample = texture2D(colorTex,texcoord).rgb*exposureA;
|
||||
return wsample/(1.0+luma(wsample));
|
||||
|
||||
}
|
||||
|
||||
|
||||
//from : https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
|
||||
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
|
||||
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
|
||||
// location [1, 1] in the grid, where [0, 0] is the top left corner.
|
||||
vec2 samplePos = uv * texSize;
|
||||
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
|
||||
|
||||
// Compute the fractional offset from our starting texel to our original sample location, which we'll
|
||||
// feed into the Catmull-Rom spline function to get our filter weights.
|
||||
vec2 f = samplePos - texPos1;
|
||||
|
||||
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
|
||||
// These equations are pre-expanded based on our knowledge of where the texels will be located,
|
||||
// which lets us avoid having to evaluate a piece-wise function.
|
||||
vec2 w0 = f * ( -0.5 + f * (1.0 - 0.5*f));
|
||||
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5*f);
|
||||
vec2 w2 = f * ( 0.5 + f * (2.0 - 1.5*f) );
|
||||
vec2 w3 = f * f * (-0.5 + 0.5 * f);
|
||||
|
||||
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
|
||||
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
|
||||
vec2 w12 = w1 + w2;
|
||||
vec2 offset12 = w2 / (w1 + w2);
|
||||
|
||||
// Compute the final UV coordinates we'll use for sampling the texture
|
||||
vec2 texPos0 = texPos1 - vec2(1.0);
|
||||
vec2 texPos3 = texPos1 + vec2(2.0);
|
||||
vec2 texPos12 = texPos1 + offset12;
|
||||
|
||||
texPos0 *= texelSize;
|
||||
texPos3 *= texelSize;
|
||||
texPos12 *= texelSize;
|
||||
|
||||
vec4 result = vec4(0.0);
|
||||
result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y;
|
||||
result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y;
|
||||
result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y;
|
||||
|
||||
result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y;
|
||||
result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y;
|
||||
result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y;
|
||||
|
||||
result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y;
|
||||
result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y;
|
||||
result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y;
|
||||
|
||||
return result;
|
||||
}
|
||||
//approximation from SMAA presentation from siggraph 2016
|
||||
vec3 FastCatmulRom(sampler2D colorTex, vec2 texcoord, vec4 rtMetrics, float sharpenAmount)
|
||||
{
|
||||
vec2 position = rtMetrics.zw * texcoord;
|
||||
vec2 centerPosition = floor(position - 0.5) + 0.5;
|
||||
vec2 f = position - centerPosition;
|
||||
vec2 f2 = f * f;
|
||||
vec2 f3 = f * f2;
|
||||
|
||||
float c = sharpenAmount;
|
||||
vec2 w0 = -c * f3 + 2.0 * c * f2 - c * f;
|
||||
vec2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0;
|
||||
vec2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f;
|
||||
vec2 w3 = c * f3 - c * f2;
|
||||
|
||||
vec2 w12 = w1 + w2;
|
||||
vec2 tc12 = rtMetrics.xy * (centerPosition + w2 / w12);
|
||||
vec3 centerColor = texture2D(colorTex, vec2(tc12.x, tc12.y)).rgb;
|
||||
|
||||
vec2 tc0 = rtMetrics.xy * (centerPosition - 1.0);
|
||||
vec2 tc3 = rtMetrics.xy * (centerPosition + 2.0);
|
||||
vec4 color = vec4(texture2D(colorTex, vec2(tc12.x, tc0.y )).rgb, 1.0) * (w12.x * w0.y ) +
|
||||
vec4(texture2D(colorTex, vec2(tc0.x, tc12.y)).rgb, 1.0) * (w0.x * w12.y) +
|
||||
vec4(centerColor, 1.0) * (w12.x * w12.y) +
|
||||
vec4(texture2D(colorTex, vec2(tc3.x, tc12.y)).rgb, 1.0) * (w3.x * w12.y) +
|
||||
vec4(texture2D(colorTex, vec2(tc12.x, tc3.y )).rgb, 1.0) * (w12.x * w3.y );
|
||||
return color.rgb/color.a;
|
||||
|
||||
}
|
||||
|
||||
vec3 clip_aabb(vec3 q,vec3 aabb_min, vec3 aabb_max)
|
||||
{
|
||||
vec3 p_clip = 0.5 * (aabb_max + aabb_min);
|
||||
vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
|
||||
|
||||
vec3 v_clip = q - vec3(p_clip);
|
||||
vec3 v_unit = v_clip.xyz / e_clip;
|
||||
vec3 a_unit = abs(v_unit);
|
||||
float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
|
||||
|
||||
if (ma_unit > 1.0)
|
||||
return vec3(p_clip) + v_clip / ma_unit;
|
||||
else
|
||||
return q;
|
||||
}
|
||||
vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
|
||||
return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
|
||||
}
|
||||
vec3 tonemap(vec3 col){
|
||||
return col/(1+luma(col));
|
||||
}
|
||||
vec3 invTonemap(vec3 col){
|
||||
return col/(1-luma(col));
|
||||
}
|
||||
vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth)
|
||||
{
|
||||
vec2 du = vec2(texelSize.x*2., 0.0);
|
||||
vec2 dv = vec2(0.0, texelSize.y*2.);
|
||||
|
||||
vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depth, texcoord - dv - du).x);
|
||||
vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depth, texcoord - dv + du).x);
|
||||
vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depth, texcoord).x);
|
||||
vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depth, texcoord + dv - du).x);
|
||||
vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depth, texcoord + dv + du).x);
|
||||
|
||||
vec3 dmin = dmc;
|
||||
dmin = dmin.z > dtr.z? dtr : dmin;
|
||||
dmin = dmin.z > dtl.z? dtl : dmin;
|
||||
dmin = dmin.z > dbl.z? dbl : dmin;
|
||||
dmin = dmin.z > dbr.z? dbr : dmin;
|
||||
|
||||
return dmin;
|
||||
}
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
|
||||
vec3 TAA_hq(){
|
||||
|
||||
vec2 adjTC = texcoord;
|
||||
|
||||
|
||||
//use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion
|
||||
#ifdef CLOSEST_VELOCITY
|
||||
vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0);
|
||||
#endif
|
||||
|
||||
#ifndef CLOSEST_VELOCITY
|
||||
vec3 closestToCamera = vec3(texcoord,texture2D(depthtex1,adjTC).x);
|
||||
#endif
|
||||
|
||||
//reproject previous frame
|
||||
vec3 fragposition = toScreenSpace(closestToCamera);
|
||||
fragposition = mat3(gbufferModelViewInverse) * fragposition + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
|
||||
vec3 previousPosition = mat3(gbufferPreviousModelView) * fragposition + gbufferPreviousModelView[3].xyz;
|
||||
previousPosition = toClipSpace3Prev(previousPosition);
|
||||
vec2 velocity = previousPosition.xy - closestToCamera.xy;
|
||||
previousPosition.xy = texcoord + velocity;
|
||||
|
||||
//reject history if off-screen and early exit
|
||||
if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0)
|
||||
return smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).xyz;
|
||||
|
||||
|
||||
vec3 albedoCurrent0 = texture2D(colortex3, adjTC).rgb;
|
||||
vec3 albedoCurrent1 = texture2D(colortex3, adjTC + vec2(texelSize.x,texelSize.y)).rgb;
|
||||
vec3 albedoCurrent2 = texture2D(colortex3, adjTC + vec2(texelSize.x,-texelSize.y)).rgb;
|
||||
vec3 albedoCurrent3 = texture2D(colortex3, adjTC + vec2(-texelSize.x,-texelSize.y)).rgb;
|
||||
vec3 albedoCurrent4 = texture2D(colortex3, adjTC + vec2(-texelSize.x,texelSize.y)).rgb;
|
||||
vec3 albedoCurrent5 = texture2D(colortex3, adjTC + vec2(0.0,texelSize.y)).rgb;
|
||||
vec3 albedoCurrent6 = texture2D(colortex3, adjTC + vec2(0.0,-texelSize.y)).rgb;
|
||||
vec3 albedoCurrent7 = texture2D(colortex3, adjTC + vec2(-texelSize.x,0.0)).rgb;
|
||||
vec3 albedoCurrent8 = texture2D(colortex3, adjTC + vec2(texelSize.x,0.0)).rgb;
|
||||
//Assuming the history color is a blend of the 3x3 neighborhood, we clamp the history to the min and max of each channel in the 3x3 neighborhood
|
||||
vec3 cMax = max(max(max(albedoCurrent0,albedoCurrent1),albedoCurrent2),max(albedoCurrent3,max(albedoCurrent4,max(albedoCurrent5,max(albedoCurrent6,max(albedoCurrent7,albedoCurrent8))))));
|
||||
vec3 cMin = min(min(min(albedoCurrent0,albedoCurrent1),albedoCurrent2),min(albedoCurrent3,min(albedoCurrent4,min(albedoCurrent5,min(albedoCurrent6,min(albedoCurrent7,albedoCurrent8))))));
|
||||
albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).rgb;
|
||||
|
||||
|
||||
#ifndef NO_CLIP
|
||||
vec3 albedoPrev = max(FastCatmulRom(colortex5, previousPosition.xy,vec4(texelSize, 1.0/texelSize), 0.75).xyz, 0.0);
|
||||
vec3 finalcAcc = clamp(albedoPrev,cMin,cMax);
|
||||
|
||||
//Increases blending factor when far from AABB and in motion, reduces ghosting
|
||||
float isclamped = distance(albedoPrev,finalcAcc)/luma(albedoPrev) * 0.5;
|
||||
float movementRejection = (0.12+isclamped)*clamp(length(velocity/texelSize),0.0,1.0);
|
||||
|
||||
float test = 0.05;
|
||||
|
||||
bool isEntities = texture2D(colortex10,texcoord).x > 0.0;
|
||||
// if(isEntities) test = 0.15;
|
||||
// if(istranslucent) test = 0.1;
|
||||
|
||||
//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
|
||||
// vec3 supersampled = invTonemap(mix(tonemap(finalcAcc),tonemap(albedoCurrent0),clamp(BLEND_FACTOR + movementRejection, min(luma(motionVector) *255,1.0),1.)));
|
||||
|
||||
vec3 supersampled = invTonemap(mix(tonemap(finalcAcc),tonemap(albedoCurrent0),clamp(BLEND_FACTOR + movementRejection, test,1.)));
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef NO_CLIP
|
||||
vec3 albedoPrev = texture2D(colortex5, previousPosition.xy).xyz;
|
||||
vec3 supersampled = mix(albedoPrev,albedoCurrent0,clamp(0.05,0.,1.));
|
||||
#endif
|
||||
|
||||
//De-tonemap
|
||||
return supersampled;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
/* DRAWBUFFERS:5 */
|
||||
gl_FragData[0].a = 1.0;
|
||||
|
||||
#ifdef TAA
|
||||
vec3 color = TAA_hq();
|
||||
gl_FragData[0].rgb = clamp(fp10Dither(color,triangularize(interleaved_gradientNoise())),6.11*1e-5,65000.0);
|
||||
#endif
|
||||
|
||||
#ifndef TAA
|
||||
vec3 color = clamp(fp10Dither(texture2D(colortex3,texcoord).rgb,triangularize(interleaved_gradientNoise())),0.,65000.);
|
||||
gl_FragData[0].rgb = color;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
#include "/dimensions/composite4.fsh"
|
@ -1,20 +1,5 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
varying vec2 texcoord;
|
||||
flat varying float exposureA;
|
||||
flat varying float tempOffsets;
|
||||
uniform sampler2D colortex4;
|
||||
uniform int frameCounter;
|
||||
|
||||
|
||||
#include "/lib/util.glsl"
|
||||
|
||||
void main() {
|
||||
|
||||
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||||
gl_Position = ftransform();
|
||||
texcoord = gl_MultiTexCoord0.xy;
|
||||
exposureA = texelFetch2D(colortex4,ivec2(10,37),0).r;
|
||||
}
|
||||
#include "/dimensions/composite4.vsh"
|
@ -1,45 +1,5 @@
|
||||
#version 120
|
||||
//downsample 1st pass (half res) for bloom
|
||||
|
||||
uniform sampler2D colortex5;
|
||||
uniform vec2 texelSize;
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
|
||||
/* DRAWBUFFERS:3 */
|
||||
vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
|
||||
vec2 quarterResTC = gl_FragCoord.xy*2.*resScale*texelSize;
|
||||
|
||||
//0.5
|
||||
gl_FragData[0] = texture2D(colortex5,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(-1.0*texelSize.x,1.0*texelSize.y))/4.*0.5;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(1.0*texelSize.x,-1.0*texelSize.y))/4.*0.5;
|
||||
|
||||
//0.25
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC-2.0*vec2(texelSize.x,0.0))/2.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(0.0,texelSize.y))/2.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(0,-texelSize.y))/2*0.125;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(-texelSize.x,0.0))/2*0.125;
|
||||
|
||||
//0.125
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC-2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(-2.0*texelSize.x,2.0*texelSize.y))/4.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(2.0*texelSize.x,-2.0*texelSize.y))/4.*0.125;
|
||||
|
||||
//0.125
|
||||
gl_FragData[0] += texture2D(colortex5,quarterResTC)*0.125;
|
||||
|
||||
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
|
||||
if (quarterResTC.x > 1.0 - 3.5*texelSize.x || quarterResTC.y > 1.0 -3.5*texelSize.y || quarterResTC.x < 3.5*texelSize.x || quarterResTC.y < 3.5*texelSize.y) gl_FragData[0].rgb = vec3(0.0);
|
||||
|
||||
|
||||
}
|
||||
#include "/dimensions/composite5.fsh"
|
@ -1,17 +1,5 @@
|
||||
#version 120
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
|
||||
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
gl_Position = ftransform();
|
||||
//*0.51 to avoid errors when sampling outside since clearing is disabled
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51/clampedRes*vec2(1920.0,1080.)*2.0-1.0;
|
||||
}
|
||||
#include "/dimensions/composite5.vsh"
|
@ -1,45 +1,5 @@
|
||||
#version 120
|
||||
//downsample 1st pass (half res) for bloom
|
||||
|
||||
uniform sampler2D colortex3;
|
||||
uniform vec2 texelSize;
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
|
||||
/* DRAWBUFFERS:6 */
|
||||
vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
|
||||
vec2 quarterResTC = gl_FragCoord.xy*2.*texelSize;
|
||||
|
||||
//0.5
|
||||
gl_FragData[0] = texture2D(colortex3,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(-1.0*texelSize.x,1.0*texelSize.y))/4.*0.5;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(1.0*texelSize.x,-1.0*texelSize.y))/4.*0.5;
|
||||
|
||||
//0.25
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC-2.0*vec2(texelSize.x,0.0))/2.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(0.0,texelSize.y))/2.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(0,-texelSize.y))/2*0.125;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(-texelSize.x,0.0))/2*0.125;
|
||||
|
||||
//0.125
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC-2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+2.0*vec2(texelSize.x,texelSize.y))/4.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(-2.0*texelSize.x,2.0*texelSize.y))/4.*0.125;
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC+vec2(2.0*texelSize.x,-2.0*texelSize.y))/4.*0.125;
|
||||
|
||||
//0.125
|
||||
gl_FragData[0] += texture2D(colortex3,quarterResTC)*0.125;
|
||||
|
||||
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
|
||||
|
||||
|
||||
|
||||
}
|
||||
#include "/dimensions/composite6.fsh"
|
@ -1,17 +1,5 @@
|
||||
#version 120
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
|
||||
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
gl_Position = ftransform();
|
||||
//*0.51 to avoid errors when sampling outside since clearing is disabled
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26/clampedRes*vec2(1920.0,1080.)*2-1.0;
|
||||
}
|
||||
#include "/dimensions/composite6.vsh"
|
@ -1,61 +1,5 @@
|
||||
#version 120
|
||||
//6 Horizontal gaussian blurs and horizontal downsampling
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
uniform sampler2D colortex6;
|
||||
uniform vec2 texelSize;
|
||||
varying vec2 texcoord;
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
vec3 gauss1D(vec2 coord,vec2 dir,float alpha,int maxIT){
|
||||
vec4 tot = vec4(0.);
|
||||
float maxTC = 0.25*resScale.x;
|
||||
float minTC = 0.;
|
||||
for (int i = -maxIT;i<maxIT+1;i++){
|
||||
float weight = exp(-i*i*alpha*4.0);
|
||||
//here we take advantage of bilinear filtering for 2x less sample, as a side effect the gaussian won't be totally centered for small blurs
|
||||
vec2 spCoord = coord+dir*texelSize*(2.0*i+0.5);
|
||||
tot += vec4(texture2D(colortex6,spCoord).rgb,1.0)*weight*float(spCoord.x > minTC && spCoord.x < maxTC);
|
||||
}
|
||||
return tot.rgb/max(1.0,tot.a);
|
||||
}
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:6 */
|
||||
|
||||
vec2 texcoord = (gl_FragCoord.xy*vec2(2.0,4.0))*texelSize;
|
||||
vec2 gaussDir = vec2(1.0,0.0);
|
||||
gl_FragData[0].rgb = vec3(0.0);
|
||||
vec2 tc2 = texcoord*vec2(2.0,1.)/2.;
|
||||
if (tc2.x < 1.0*resScale.x && tc2.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(tc2/2,gaussDir,0.16,0);
|
||||
|
||||
vec2 tc4 = texcoord*vec2(4.0,1.)/2.-vec2(0.5*resScale.x+4.0*texelSize.x,0.)*2.0;
|
||||
if (tc4.x > 0.0 && tc4.y > 0.0 && tc4.x < 1.0*resScale.x && tc4.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(tc4/2,gaussDir,0.16,3);
|
||||
|
||||
vec2 tc8 = texcoord*vec2(8.0,1.)/2.-vec2(0.75*resScale.x+8.*texelSize.x,0.)*4.0;
|
||||
if (tc8.x > 0.0 && tc8.y > 0.0 && tc8.x < 1.0*resScale.x && tc8.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(tc8/2,gaussDir,0.035,6);
|
||||
|
||||
vec2 tc16 = texcoord*vec2(8.0,1./2.)-vec2(0.875*resScale.x+12.*texelSize.x,0.)*8.0;
|
||||
if (tc16.x > 0.0 && tc16.y > 0.0 && tc16.x < 1.0*resScale.x && tc16.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(tc16/2,gaussDir,0.0085,12);
|
||||
|
||||
vec2 tc32 = texcoord*vec2(16.0,1./2.)-vec2(0.9375*resScale.x+16.*texelSize.x,0.)*16.0;
|
||||
if (tc32.x > 0.0 && tc32.y > 0.0 && tc32.x < 1.0*resScale.x && tc32.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(tc32/2,gaussDir,0.002,28);
|
||||
|
||||
vec2 tc64 = texcoord*vec2(32.0,1./2.)-vec2(0.96875*resScale.x+20.*texelSize.x,0.)*32.0;
|
||||
if (tc64.x > 0.0 && tc64.y > 0.0 && tc64.x < 1.0*resScale.x && tc64.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(tc64/2,gaussDir,0.0005,60);
|
||||
|
||||
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
|
||||
}
|
||||
#include "/dimensions/composite7.fsh"
|
@ -1,20 +1,5 @@
|
||||
#version 120
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
varying vec2 texcoord;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.0));
|
||||
gl_Position = ftransform();
|
||||
//0-0.25
|
||||
gl_Position.y = (gl_Position.y*0.5+0.5)*0.25/clampedRes.y*1080.0*2.0-1.0;
|
||||
//0-0.5
|
||||
gl_Position.x = (gl_Position.x*0.5+0.5)*0.5/clampedRes.x*1920.0*2.0-1.0;
|
||||
texcoord = gl_MultiTexCoord0.xy/clampedRes*vec2(1920.,1080.);
|
||||
}
|
||||
#include "/dimensions/composite7.vsh"
|
@ -1,61 +1,5 @@
|
||||
#version 120
|
||||
//6 Vertical gaussian blurs and vertical downsampling
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
|
||||
uniform sampler2D colortex6;
|
||||
uniform vec2 texelSize;
|
||||
varying vec2 texcoord;
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
vec3 gauss1D(vec2 coord,vec2 dir,float alpha,int maxIT){
|
||||
vec4 tot = vec4(0.);
|
||||
float maxTC = 0.25*resScale.y;
|
||||
float minTC = 0.;
|
||||
for (int i = -maxIT;i<maxIT+1;i++){
|
||||
float weight = exp(-i*i*alpha*4.0);
|
||||
vec2 spCoord = coord+dir*texelSize*(2.0*i+0.5);
|
||||
tot += vec4(texture2D(colortex6,spCoord).rgb,1.0)*weight*float(spCoord.y > minTC && spCoord.y < maxTC);
|
||||
}
|
||||
return tot.rgb/max(1.0,tot.a);
|
||||
}
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:6 */
|
||||
vec2 texcoord = (gl_FragCoord.xy*vec2(2.0,4.0))*texelSize;
|
||||
|
||||
vec2 gaussDir = vec2(0.0,1.0);
|
||||
gl_FragData[0].rgb = vec3(0.0);
|
||||
vec2 tc2 = texcoord*vec2(2.0,1.);
|
||||
if (tc2.x < 1.0*resScale.x && tc2.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(texcoord/vec2(2.0,4.0),gaussDir,0.16,0);
|
||||
|
||||
vec2 tc4 = texcoord*vec2(4.0,2.)-vec2(0.5*resScale.x+4.0*texelSize.x,0.)*4.0;
|
||||
if (tc4.x > 0.0 && tc4.y > 0.0 && tc4.x < 1.0*resScale.x && tc4.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(texcoord/vec2(2.0,2.0),gaussDir,0.16,3);
|
||||
|
||||
vec2 tc8 = texcoord*vec2(8.0,4.)-vec2(0.75*resScale.x+8.*texelSize.x,0.)*8.0;
|
||||
if (tc8.x > 0.0 && tc8.y > 0.0 && tc8.x < 1.0*resScale.x && tc8.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(texcoord*vec2(1.0,2.0)/vec2(2.0,2.0),gaussDir,0.035,6);
|
||||
|
||||
vec2 tc16 = texcoord*vec2(16.0,8.)-vec2(0.875*resScale.x+12.*texelSize.x,0.)*16.0;
|
||||
if (tc16.x > 0.0 && tc16.y > 0.0 && tc16.x < 1.0*resScale.x && tc16.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(texcoord*vec2(1.0,4.0)/vec2(2.0,2.0),gaussDir,0.0085,12);
|
||||
|
||||
vec2 tc32 = texcoord*vec2(32.0,16.)-vec2(0.9375*resScale.x+16.*texelSize.x,0.)*32.0;
|
||||
if (tc32.x > 0.0 && tc32.y > 0.0 && tc32.x < 1.0*resScale.x && tc32.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(texcoord*vec2(1.0,8.0)/vec2(2.0,2.0),gaussDir,0.002,30);
|
||||
|
||||
vec2 tc64 = texcoord*vec2(64.0,32.)-vec2(0.96875*resScale.x+20.*texelSize.x,0.)*64.0;
|
||||
if (tc64.x > 0.0 && tc64.y > 0.0 && tc64.x < 1.0*resScale.x && tc64.y <1.0*resScale.y)
|
||||
gl_FragData[0].xyz = gauss1D(texcoord*vec2(1.0,16.0)/vec2(2.0,2.0),gaussDir,0.0005,60);
|
||||
|
||||
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
|
||||
}
|
||||
#include "/dimensions/composite8.fsh"
|
@ -1,21 +1,5 @@
|
||||
#version 120
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
varying vec2 texcoord;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.0));
|
||||
gl_Position = ftransform();
|
||||
//0-0.25
|
||||
gl_Position.y = (gl_Position.y*0.5+0.5)*0.25/clampedRes.y*1080.0*2.0-1.0;
|
||||
//0-0.5
|
||||
gl_Position.x = (gl_Position.x*0.5+0.5)*0.5/clampedRes.x*1920.0*2.0-1.0;
|
||||
texcoord = gl_MultiTexCoord0.xy/clampedRes*vec2(1920.,1080.);
|
||||
|
||||
}
|
||||
#include "/dimensions/composite8.vsh"
|
@ -1,103 +1,5 @@
|
||||
#version 120
|
||||
//Merge and upsample the blurs into a 1/4 res bloom buffer
|
||||
|
||||
uniform sampler2D colortex3;
|
||||
uniform sampler2D colortex6;
|
||||
#define END_SHADER
|
||||
|
||||
uniform vec2 texelSize;
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
|
||||
float w0(float a)
|
||||
{
|
||||
return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0);
|
||||
}
|
||||
|
||||
float w1(float a)
|
||||
{
|
||||
return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0);
|
||||
}
|
||||
|
||||
float w2(float a)
|
||||
{
|
||||
return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0);
|
||||
}
|
||||
|
||||
float w3(float a)
|
||||
{
|
||||
return (1.0/6.0)*(a*a*a);
|
||||
}
|
||||
|
||||
float g0(float a)
|
||||
{
|
||||
return w0(a) + w1(a);
|
||||
}
|
||||
|
||||
float g1(float a)
|
||||
{
|
||||
return w2(a) + w3(a);
|
||||
}
|
||||
|
||||
float h0(float a)
|
||||
{
|
||||
return -1.0 + w1(a) / (w0(a) + w1(a));
|
||||
}
|
||||
|
||||
float h1(float a)
|
||||
{
|
||||
return 1.0 + w3(a) / (w2(a) + w3(a));
|
||||
}
|
||||
|
||||
vec4 texture2D_bicubic(sampler2D tex, vec2 uv)
|
||||
{
|
||||
vec4 texelSize = vec4(texelSize,1.0/texelSize);
|
||||
uv = uv*texelSize.zw;
|
||||
vec2 iuv = floor( uv );
|
||||
vec2 fuv = fract( uv );
|
||||
|
||||
float g0x = g0(fuv.x);
|
||||
float g1x = g1(fuv.x);
|
||||
float h0x = h0(fuv.x);
|
||||
float h1x = h1(fuv.x);
|
||||
float h0y = h0(fuv.y);
|
||||
float h1y = h1(fuv.y);
|
||||
|
||||
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * texelSize.xy;
|
||||
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * texelSize.xy;
|
||||
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * texelSize.xy;
|
||||
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * texelSize.xy;
|
||||
|
||||
return g0(fuv.y) * (g0x * texture2D(tex, p0) +
|
||||
g1x * texture2D(tex, p1)) +
|
||||
g1(fuv.y) * (g0x * texture2D(tex, p2) +
|
||||
g1x * texture2D(tex, p3));
|
||||
}
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:3 */
|
||||
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
vec2 texcoord = ((gl_FragCoord.xy)*2.+0.5)*texelSize;
|
||||
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.0).rgb; //1/4 res
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb*1.0; //1/64 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb*1.0; //1/128 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb*1.0; //1/256 res
|
||||
|
||||
//bloom = texture2D_bicubic(colortex6,texcoord).rgb*6.; //1/8 res
|
||||
|
||||
gl_FragData[0].rgb = bloom*2.;
|
||||
|
||||
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
|
||||
}
|
||||
#include "/dimensions/composite9.fsh"
|
@ -1,17 +1,5 @@
|
||||
#version 120
|
||||
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
#define END_SHADER
|
||||
|
||||
void main() {
|
||||
//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
|
||||
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
gl_Position = ftransform();
|
||||
//*0.51 to avoid errors when sampling outside since clearing is disabled
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51/clampedRes*vec2(1920.0,1080.)*2.0-1.0;
|
||||
}
|
||||
#include "/dimensions/composite9.vsh"
|
@ -1,110 +1,5 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
|
||||
// flat varying vec3 ambientUp;
|
||||
// flat varying vec3 ambientLeft;
|
||||
// flat varying vec3 ambientRight;
|
||||
// flat varying vec3 ambientB;
|
||||
// flat varying vec3 ambientF;
|
||||
// flat varying vec3 ambientDown;
|
||||
|
||||
flat varying vec3 lightSourceColor;
|
||||
flat varying vec3 sunColor;
|
||||
flat varying vec3 sunColorCloud;
|
||||
flat varying vec3 moonColor;
|
||||
flat varying vec3 moonColorCloud;
|
||||
flat varying vec3 zenithColor;
|
||||
flat varying vec3 avgSky;
|
||||
flat varying vec2 tempOffsets;
|
||||
flat varying float exposure;
|
||||
flat varying float rodExposure;
|
||||
flat varying float avgBrightness;
|
||||
flat varying float exposureF;
|
||||
flat varying float fogAmount;
|
||||
flat varying float VFAmount;
|
||||
|
||||
uniform sampler2D colortex4;
|
||||
uniform sampler2D noisetex;
|
||||
|
||||
uniform int frameCounter;
|
||||
uniform float rainStrength;
|
||||
uniform float eyeAltitude;
|
||||
uniform vec3 sunVec;
|
||||
uniform vec2 texelSize;
|
||||
uniform float frameTimeCounter;
|
||||
uniform mat4 gbufferProjection;
|
||||
uniform mat4 gbufferProjectionInverse;
|
||||
uniform mat4 gbufferPreviousProjection;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform mat4 gbufferModelView;
|
||||
uniform mat4 shadowModelView;
|
||||
uniform mat4 shadowProjection;
|
||||
uniform float sunElevation;
|
||||
uniform vec3 cameraPosition;
|
||||
uniform float far;
|
||||
uniform ivec2 eyeBrightnessSmooth;
|
||||
|
||||
|
||||
#include "/lib/util.glsl"
|
||||
#include "/lib/ROBOBO_sky.glsl"
|
||||
|
||||
|
||||
vec3 toShadowSpaceProjected(vec3 p3){
|
||||
p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
|
||||
p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
|
||||
p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
|
||||
|
||||
return p3;
|
||||
}
|
||||
float interleaved_gradientNoise(){
|
||||
vec2 coord = gl_FragCoord.xy;
|
||||
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+frameCounter/1.6180339887);
|
||||
return noise;
|
||||
}
|
||||
float blueNoise(){
|
||||
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
|
||||
}
|
||||
vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
|
||||
const float[17] Slightmap = float[17](14.0,17.,19.0,22.0,24.0,28.0,31.0,40.0,60.0,79.0,93.0,110.0,132.0,160.0,197.0,249.0,249.0);
|
||||
|
||||
#include "/lib/end_fog.glsl"
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:4 */
|
||||
|
||||
gl_FragData[0] = vec4(0.0);
|
||||
|
||||
//Fog for reflections
|
||||
// if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){
|
||||
|
||||
vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
|
||||
//Sky gradient with clouds
|
||||
if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
|
||||
// vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
|
||||
vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
|
||||
vec3 viewVector = cartToSphere(p);
|
||||
|
||||
mat2x3 vl = getVolumetricRays(fract(frameCounter/1.6180339887),mat3(gbufferModelView)*viewVector*1024.,fract(frameCounter/2.6180339887));
|
||||
|
||||
float absorbance = dot(vl[1],vec3(0.22,0.71,0.07));
|
||||
|
||||
gl_FragData[0] = clamp(vec4(vl[0]*0.7,absorbance),0.000001,65000.);
|
||||
|
||||
}
|
||||
|
||||
//Temporally accumulate sky and light values
|
||||
vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
|
||||
vec3 curr = gl_FragData[0].rgb*150.;
|
||||
gl_FragData[0].rgb = clamp(mix(temp,curr,0.07),0.0,65000.);
|
||||
|
||||
//Exposure values
|
||||
if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
|
||||
gl_FragData[0] = vec4(exposure,avgBrightness,exposureF,1.0);
|
||||
if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
|
||||
gl_FragData[0] = vec4(rodExposure,0.0,0.0,1.0);
|
||||
|
||||
}
|
||||
#include "/dimensions/deferred.fsh"
|
@ -1,196 +1,5 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
#define END_SHADER
|
||||
|
||||
flat varying vec3 ambientUp;
|
||||
flat varying vec3 ambientLeft;
|
||||
flat varying vec3 ambientRight;
|
||||
flat varying vec3 ambientB;
|
||||
flat varying vec3 ambientF;
|
||||
flat varying vec3 ambientDown;
|
||||
flat varying vec3 zenithColor;
|
||||
flat varying vec3 sunColor;
|
||||
flat varying vec3 sunColorCloud;
|
||||
flat varying vec3 moonColor;
|
||||
flat varying vec3 moonColorCloud;
|
||||
flat varying vec3 lightSourceColor;
|
||||
flat varying vec3 avgSky;
|
||||
flat varying vec2 tempOffsets;
|
||||
flat varying float exposure;
|
||||
flat varying float avgBrightness;
|
||||
flat varying float exposureF;
|
||||
flat varying float rodExposure;
|
||||
flat varying float fogAmount;
|
||||
flat varying float VFAmount;
|
||||
|
||||
uniform sampler2D colortex4;
|
||||
uniform sampler2D colortex6;
|
||||
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform vec3 sunPosition;
|
||||
uniform vec2 texelSize;
|
||||
uniform float rainStrength;
|
||||
uniform float sunElevation;
|
||||
uniform float nightVision;
|
||||
uniform float frameTime;
|
||||
uniform float eyeAltitude;
|
||||
uniform int frameCounter;
|
||||
uniform int worldTime;
|
||||
vec3 sunVec = vec3(0.0,1.0,0.0);
|
||||
|
||||
|
||||
|
||||
#include "/lib/sky_gradient.glsl"
|
||||
#include "/lib/util.glsl"
|
||||
#include "/lib/ROBOBO_sky.glsl"
|
||||
|
||||
|
||||
vec3 rodSample(vec2 Xi)
|
||||
{
|
||||
float r = sqrt(1.0f - Xi.x*Xi.y);
|
||||
float phi = 2 * 3.14159265359 * Xi.y;
|
||||
|
||||
return normalize(vec3(cos(phi) * r, sin(phi) * r, Xi.x)).xzy;
|
||||
}
|
||||
vec3 cosineHemisphereSample(vec2 Xi)
|
||||
{
|
||||
float r = sqrt(Xi.x);
|
||||
float theta = 2.0 * 3.14159265359 * Xi.y;
|
||||
|
||||
float x = r * cos(theta);
|
||||
float y = r * sin(theta);
|
||||
|
||||
return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
|
||||
}
|
||||
|
||||
float luma(vec3 color) {
|
||||
return dot(color,vec3(0.21, 0.72, 0.07));
|
||||
}
|
||||
vec3 toLinear(vec3 sRGB){
|
||||
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
|
||||
}
|
||||
|
||||
|
||||
vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter)
|
||||
{
|
||||
float alpha = float(sampleNumber+jitter)/nb;
|
||||
float angle = (jitter+alpha) * (nbRot * 6.28);
|
||||
|
||||
float ssR = alpha;
|
||||
float sin_v, cos_v;
|
||||
|
||||
sin_v = sin(angle);
|
||||
cos_v = cos(angle);
|
||||
|
||||
return vec2(cos_v, sin_v)*ssR;
|
||||
}
|
||||
//Low discrepancy 2D sequence, integration error is as low as sobol but easier to compute : http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
|
||||
vec2 R2_samples(int n){
|
||||
vec2 alpha = vec2(0.75487765, 0.56984026);
|
||||
return fract(alpha * n);
|
||||
}
|
||||
void main() {
|
||||
|
||||
gl_Position = ftransform()*0.5+0.5;
|
||||
gl_Position.xy = gl_Position.xy*vec2(18.+258*2,258.)*texelSize;
|
||||
gl_Position.xy = gl_Position.xy*2.-1.0;
|
||||
|
||||
// tempOffsets = R2_samples(frameCounter%10000);
|
||||
|
||||
// ambientUp = vec3(0.0);
|
||||
// ambientDown = vec3(0.0);
|
||||
// ambientLeft = vec3(0.0);
|
||||
// ambientRight = vec3(0.0);
|
||||
// ambientB = vec3(0.0);
|
||||
// ambientF = vec3(0.0);
|
||||
// avgSky = vec3(0.0);
|
||||
|
||||
|
||||
|
||||
// //Fake bounced sunlight
|
||||
// vec3 bouncedSun = clamp(gl_Fog.color.rgb*pow(luma(gl_Fog.color.rgb),-0.75)*0.65,0.0,1.0)/4000.*0.08;
|
||||
// ambientUp += bouncedSun*clamp(-sunVec.y+5.,0.,6.0);
|
||||
// ambientLeft += bouncedSun*clamp(sunVec.x+5.,0.0,6.);
|
||||
// ambientRight += bouncedSun*clamp(-sunVec.x+5.,0.0,6.);
|
||||
// ambientB += bouncedSun*clamp(-sunVec.z+5.,0.0,6.);
|
||||
// ambientF += bouncedSun*clamp(sunVec.z+5.,0.0,6.);
|
||||
// ambientDown += bouncedSun*clamp(sunVec.y+5.,0.0,6.);
|
||||
|
||||
|
||||
// float avgLuma = 0.0;
|
||||
// float m2 = 0.0;
|
||||
// int n=100;
|
||||
// vec2 clampedRes = max(1.0/texelSize,vec2(1920.0,1080.));
|
||||
// float avgExp = 0.0;
|
||||
// vec2 resScale = vec2(1920.,1080.)/clampedRes;
|
||||
// float v[25];
|
||||
// float temp;
|
||||
// // 5x5 Median filter by morgan mcguire
|
||||
// // We take the median value of the most blurred bloom buffer
|
||||
// #define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
|
||||
// #define t2(a, b) s2(v[a], v[b]);
|
||||
// #define t24(a, b, c, d, e, f, g, h) t2(a, b); t2(c, d); t2(e, f); t2(g, h);
|
||||
// #define t25(a, b, c, d, e, f, g, h, i, j) t24(a, b, c, d, e, f, g, h); t2(i, j);
|
||||
// for (int i = 0; i < 5; i++){
|
||||
// for (int j = 0; j < 5; j++){
|
||||
// vec2 tc = 0.5 + vec2(i-2,j-2)/2.0 * 0.35;
|
||||
// v[i+j*5] = luma(texture2D(colortex6,tc/128. * resScale+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb);
|
||||
// }
|
||||
// }
|
||||
// t25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7);
|
||||
// t25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4);
|
||||
// t25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16);
|
||||
// t25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22);
|
||||
// t25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6);
|
||||
// t25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4);
|
||||
// t25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15);
|
||||
// t25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23);
|
||||
// t25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21);
|
||||
// t25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9);
|
||||
// t25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20);
|
||||
// t25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22);
|
||||
// t25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14);
|
||||
// t25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19);
|
||||
// t25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10);
|
||||
// t25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14);
|
||||
// t25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17);
|
||||
// t25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12);
|
||||
// t24(10, 18, 12, 20, 10, 20, 10, 12);
|
||||
// avgExp = v[12]; // Median value
|
||||
|
||||
|
||||
// avgBrightness = clamp(mix(avgExp,texelFetch2D(colortex4,ivec2(10,37),0).g,0.95),0.00003051757,65000.0);
|
||||
|
||||
// float currentExposure = texelFetch2D(colortex4,ivec2(10,37),0).b;
|
||||
// float L = max(avgBrightness,1e-8);
|
||||
// float keyVal = 1.03-2.0/(log(L+1.0)/log(10.0)+2.0);
|
||||
// float targetExposure = 1.0*keyVal/L;
|
||||
|
||||
// float targetrodExposure = clamp(log(targetExposure*2.0+1.0)-0.1,0.0,2.0);
|
||||
// float currentrodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r;
|
||||
|
||||
// targetExposure = clamp(targetExposure,2.0,3.0);
|
||||
// float rad = sqrt(currentExposure);
|
||||
// float rtarget = sqrt(targetExposure);
|
||||
// float dir = sign(rtarget-rad);
|
||||
// float dist = abs(rtarget-rad);
|
||||
// float maxApertureChange = 0.0032*frameTime/0.016666*Exposure_Speed * exp2(max(rad,rtarget)*0.5);
|
||||
|
||||
// maxApertureChange *= 1.0+nightVision*4.;
|
||||
// rad = rad+dir*min(dist,maxApertureChange);
|
||||
|
||||
// exposureF = rad*rad;
|
||||
// exposure=exposureF*EXPOSURE_MULTIPLIER;
|
||||
|
||||
|
||||
// dir = sign(targetrodExposure-currentrodExposure);
|
||||
// dist = abs(targetrodExposure-currentrodExposure);
|
||||
// maxApertureChange = 0.0032*frameTime/0.016666*Exposure_Speed * exp2(max(rad,rtarget)*0.5);
|
||||
|
||||
// rodExposure = currentrodExposure + dir * min(dist,maxApertureChange);
|
||||
|
||||
exposure = 1.0;
|
||||
rodExposure = clamp(log(1.0*2.0+1.0)-0.1,0.0,2.0);
|
||||
|
||||
}
|
||||
#include "/dimensions/deferred.vsh"
|
5
shaders/world1/deferred1.fsh
Normal file
5
shaders/world1/deferred1.fsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/deferred1.fsh"
|
5
shaders/world1/deferred1.vsh
Normal file
5
shaders/world1/deferred1.vsh
Normal file
@ -0,0 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/deferred1.vsh"
|
@ -1,30 +0,0 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
uniform sampler2D colortex4;
|
||||
uniform sampler2D depthtex1;
|
||||
|
||||
uniform float near;
|
||||
uniform float far;
|
||||
|
||||
|
||||
float linZ(float depth) {
|
||||
return (2.0 * near) / (far + near - depth * (far - near));
|
||||
}
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
/* DRAWBUFFERS:4 */
|
||||
vec3 oldTex = texelFetch2D(colortex4, ivec2(gl_FragCoord.xy), 0).xyz;
|
||||
float newTex = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy*4), 0).x;
|
||||
|
||||
if (newTex < 1.0)
|
||||
gl_FragData[0] = vec4(oldTex, linZ(newTex)*linZ(newTex)*65000.0);
|
||||
else
|
||||
gl_FragData[0] = vec4(oldTex, 2.0);
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
uniform vec2 texelSize;
|
||||
#include "/lib/res_params.glsl"
|
||||
void main() {
|
||||
gl_Position = ftransform();
|
||||
vec2 scaleRatio = max(vec2(0.25), vec2(18.+258*2,258.)*texelSize);
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*clamp(scaleRatio+0.01,0.0,1.0)*2.0-1.0;
|
||||
}
|
@ -1,109 +1,5 @@
|
||||
#version 120
|
||||
//Vignetting, applies bloom, applies exposure and tonemaps the final image
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
#define END_SHADER
|
||||
|
||||
|
||||
varying vec2 texcoord;
|
||||
|
||||
uniform sampler2D colortex7;
|
||||
uniform vec2 texelSize;
|
||||
uniform float viewWidth;
|
||||
uniform float viewHeight;
|
||||
uniform float frameTimeCounter;
|
||||
uniform int frameCounter;
|
||||
uniform int isEyeInWater;
|
||||
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/color_dither.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
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
|
||||
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
|
||||
// location [1, 1] in the grid, where [0, 0] is the top left corner.
|
||||
vec2 samplePos = uv * texSize;
|
||||
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
|
||||
|
||||
// Compute the fractional offset from our starting texel to our original sample location, which we'll
|
||||
// feed into the Catmull-Rom spline function to get our filter weights.
|
||||
vec2 f = samplePos - texPos1;
|
||||
|
||||
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
|
||||
// These equations are pre-expanded based on our knowledge of where the texels will be located,
|
||||
// which lets us avoid having to evaluate a piece-wise function.
|
||||
vec2 w0 = f * ( -0.5 + f * (1.0 - 0.5*f));
|
||||
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5*f);
|
||||
vec2 w2 = f * ( 0.5 + f * (2.0 - 1.5*f) );
|
||||
vec2 w3 = f * f * (-0.5 + 0.5 * f);
|
||||
|
||||
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
|
||||
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
|
||||
vec2 w12 = w1 + w2;
|
||||
vec2 offset12 = w2 / (w1 + w2);
|
||||
|
||||
// Compute the final UV coordinates we'll use for sampling the texture
|
||||
vec2 texPos0 = texPos1 - vec2(1.0);
|
||||
vec2 texPos3 = texPos1 + vec2(2.0);
|
||||
vec2 texPos12 = texPos1 + offset12;
|
||||
|
||||
texPos0 *= texelSize;
|
||||
texPos3 *= texelSize;
|
||||
texPos12 *= texelSize;
|
||||
|
||||
vec4 result = vec4(0.0);
|
||||
result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y;
|
||||
result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y;
|
||||
result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y;
|
||||
|
||||
result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y;
|
||||
result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y;
|
||||
result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y;
|
||||
|
||||
result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y;
|
||||
result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y;
|
||||
result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void main() {
|
||||
#ifdef BICUBIC_UPSCALING
|
||||
vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb;
|
||||
#else
|
||||
vec3 col = texture2D(colortex7,texcoord).rgb;
|
||||
#endif
|
||||
|
||||
#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)*contrast)
|
||||
- (SHARPENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
|
||||
#endif
|
||||
|
||||
float lum = luma(col);
|
||||
vec3 diff = col-lum;
|
||||
col = col + diff*(-lum*CROSSTALK + SATURATION);
|
||||
//col = -vec3(-lum*CROSSFADING + SATURATION);
|
||||
|
||||
applyContrast(col, CONTRAST);
|
||||
|
||||
gl_FragColor.rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
|
||||
//gl_FragColor.rgb = vec3(contrast);
|
||||
}
|
||||
#include "/dimensions/final.fsh"
|
@ -1,21 +1,5 @@
|
||||
#version 120
|
||||
//#extension GL_EXT_gpu_shader4 : disable
|
||||
|
||||
#include "/lib/settings.glsl"
|
||||
#define END_SHADER
|
||||
|
||||
varying vec2 texcoord;
|
||||
flat varying vec4 exposure;
|
||||
uniform sampler2D colortex4;
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
|
||||
void main() {
|
||||
|
||||
gl_Position = ftransform();
|
||||
texcoord = gl_MultiTexCoord0.xy;
|
||||
exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
|
||||
}
|
||||
#include "/dimensions/final.vsh"
|
@ -3,4 +3,7 @@
|
||||
// #define ENTITIES
|
||||
#define BLOCKENTITIES
|
||||
#define WORLD
|
||||
#include "/programs/all_solid.fsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -4,4 +4,7 @@
|
||||
// #define LINE
|
||||
#define BLOCKENTITIES
|
||||
#define WORLD
|
||||
#include "/programs/all_solid.vsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -2,4 +2,7 @@
|
||||
|
||||
#define WORLD
|
||||
#define BLOCKENTITIES
|
||||
#include "/programs/all_solid.fsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -2,4 +2,7 @@
|
||||
|
||||
#define WORLD
|
||||
#define BLOCKENTITIES
|
||||
#include "/programs/all_solid.vsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -3,4 +3,6 @@
|
||||
#define WORLD
|
||||
#define ENTITIES
|
||||
|
||||
#include "/programs/all_solid.fsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -3,4 +3,7 @@
|
||||
|
||||
// #define WORLD
|
||||
#define ENTITIES
|
||||
#include "/programs/all_solid.vsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -3,4 +3,6 @@
|
||||
#define WORLD
|
||||
#define HAND
|
||||
|
||||
#include "/programs/all_solid.fsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -3,4 +3,6 @@
|
||||
#define WORLD
|
||||
#define HAND
|
||||
|
||||
#include "/programs/all_solid.vsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -1,3 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#include "/programs/all_translucent.fsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.fsh"
|
@ -1,3 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#include "/programs/all_translucent.vsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.vsh"
|
@ -1,5 +1,7 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#define WORLD
|
||||
|
||||
#include "/programs/all_solid.fsh"
|
||||
#include "/dimensions/all_solid.fsh"
|
@ -1,5 +1,7 @@
|
||||
#version 120
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#define WORLD
|
||||
|
||||
#include "/programs/all_solid.vsh"
|
||||
#include "/dimensions/all_solid.vsh"
|
@ -1,3 +1,6 @@
|
||||
#version 120
|
||||
|
||||
#include "/programs/all_particles.fsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.fsh"
|
@ -1,3 +1,6 @@
|
||||
#version 120
|
||||
|
||||
#include "/programs/all_particles.vsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.vsh"
|
@ -1,3 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#include "/programs/all_particles.fsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.fsh"
|
@ -2,4 +2,7 @@
|
||||
|
||||
// #define WEATHER
|
||||
#define PARTICLES
|
||||
#include "/programs/all_particles.vsh"
|
||||
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_particles.vsh"
|
@ -1,4 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#define END
|
||||
#include "/programs/all_translucent.fsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.fsh"
|
@ -1,3 +1,5 @@
|
||||
#version 120
|
||||
|
||||
#include "/programs/all_translucent.vsh"
|
||||
#define END_SHADER
|
||||
|
||||
#include "/dimensions/all_translucent.vsh"
|
Reference in New Issue
Block a user