mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
INTERNAL REWORK. testers are needed.
This commit is contained in:
@ -1,305 +1,278 @@
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#include "/lib/settings.glsl"
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flat varying vec3 zMults;
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flat varying vec2 TAA_Offset;
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flat varying vec4 lightCol;
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flat varying vec3 averageSkyCol;
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// flat varying vec3 averageSkyCol_Clouds;
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uniform sampler2D noisetex;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform sampler2D colortex0;
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uniform sampler2D colortex1;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex5;
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uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex8;
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uniform sampler2D colortex9;
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uniform sampler2D colortex11;
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uniform sampler2D colortex13;
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uniform sampler2D colortex15;
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uniform vec2 texelSize;
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flat varying vec3 noooormal;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 WsunVec;
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uniform vec3 sunVec;
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uniform float frameTimeCounter;
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uniform float sunElevation;
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// uniform float far;
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uniform int frameCounter;
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uniform float far;
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uniform float near;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferPreviousModelView;
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferProjection;
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uniform mat4 gbufferPreviousProjection;
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uniform vec3 cameraPosition;
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uniform vec3 previousCameraPosition;
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uniform float frameTimeCounter;
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varying vec2 texcoord;
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uniform vec2 texelSize;
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flat varying vec2 TAA_Offset;
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uniform int isEyeInWater;
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uniform ivec2 eyeBrightnessSmooth;
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uniform float rainStrength;
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uniform float blindness;
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uniform float darknessFactor;
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uniform float darknessLightFactor;
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uniform ivec2 eyeBrightnessSmooth;
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#include "/lib/waterBump.glsl"
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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#include "/lib/projections.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/sky_gradient.glsl"
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#include "/lib/volumetricClouds.glsl"
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// #include "/lib/biome_specifics.glsl"
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#include "/lib/Shadow_Params.glsl"
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#ifdef OVERWORLD_SHADER
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const bool shadowHardwareFiltering = true;
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uniform sampler2DShadow shadow;
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flat varying vec3 refractedSunVec;
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#define TIMEOFDAYFOG
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#include "/lib/lightning_stuff.glsl"
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/volumetricFog.glsl"
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#endif
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#ifdef NETHER_SHADER
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uniform sampler2D colortex4;
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#include "/lib/nether_fog.glsl"
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#endif
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#ifdef END_SHADER
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#endif
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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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float ld(float depth) {
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return 1.0 / (zMults.y - depth * zMults.z); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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vec3 toLinear(vec3 sRGB){
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return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
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}
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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/specular.glsl"
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vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth, vec2 distort){
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coord = coord;
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vec4 vl = vec4(0.0);
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float sum = 0.0;
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mat3x3 weights;
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const ivec2 scaling = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION + distort)*scaling;
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ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION + distort);
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float dz = zMults.x;
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ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
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ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
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float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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float w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(-2,0) * scaling + pos * scaling;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(-2,0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0) + pos * scaling;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0)+pos,0)*w;
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sum += w;
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tcDepth = posD + ivec2(0,-2) * scaling + pos * scaling;
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dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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w = abs(dsample-frDepth) < dz ? 1.0 : 1e-5;
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vl += texelFetch2D(tex,posVl+ivec2(0,-2)+pos,0)*w;
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sum += w;
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return vl/sum;
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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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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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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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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 normVec (vec3 vec){
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return vec*inversesqrt(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 interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter);
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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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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter );
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}
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/// thanks stackoverflow https://stackoverflow.com/questions/944713/help-with-pixel-shader-effect-for-brightness-and-contrast#3027595
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void applyContrast(inout vec3 color, float contrast){
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color = ((color - 0.5) * max(contrast, 0.0)) + 0.5;
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void waterVolumetrics_notoverworld(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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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 wpos = mat3(gbufferModelViewInverse) * rayStart + gbufferModelViewInverse[3].xyz;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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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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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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vec3 progressW = start.xyz+cameraPosition+dVWorld;
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vec3 ambientMul = exp(-max(estEndDepth * d,0.0) * waterCoefs );
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vec3 Indirectlight = ambientMul*ambient;
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vec3 light = Indirectlight * 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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#ifdef OVERWORLD_SHADER
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float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
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vec2 pos = wPos.xz + (lightSource.xz/lightSource.y*wPos.y);
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if(isEyeInWater==1) pos = wPos.xz - (lightSource.xz/lightSource.y*wPos.y); // fix the fucky
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vec2 movement = vec2(-0.035*frameTimeCounter);
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float caustic = 0.0;
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float weightSum = 0.0;
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float radiance = 2.39996;
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mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
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const vec2 wave_size[4] = vec2[](
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vec2(64.),
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vec2(32.,16.),
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vec2(16.,32.),
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vec2(48.)
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);
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for (int i = 0; i < 4; i++){
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pos = rotationMatrix * pos;
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vec2 speed = movement;
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float waveStrength = 1.0;
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if( i == 0) {
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speed *= 0.15;
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waveStrength = 2.0;
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}
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float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
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caustic += max( 1.0-sin( 1.0-pow( 0.5+sin( small_wave*3.0 )*0.5, 25.0) ), 0);
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weightSum -= exp2(caustic*0.1);
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}
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return caustic / weightSum;
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}
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = 8;
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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,32.0)/(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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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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// vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
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float phase = (phaseg(VdotL,0.6) + phaseg(VdotL,0.8)) * 0.5;
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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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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); // exponential step position (0-1)
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float dd = pow(expFactor, float(i+dither)/float(spCount)) * log(expFactor) / float(spCount)/(expFactor-1.0); //step length (derivative)
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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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//project into biased shadowmap space
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float distortFactor = calcDistort(spPos.xy);
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vec3 pos = vec3(spPos.xy*distortFactor, spPos.z);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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sh *= GetCloudShadow_VLFOG(progressW, WsunVec);
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vec3 sunMul = exp(-max((estSunDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs);
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vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) * 2.0 ;
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float np3_Y = normalize(mat3(gbufferModelViewInverse) * rayEnd).y;
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float ambfogfade = clamp(exp(np3_Y*1.5 - 1.5),0.0,1.0) ;
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float sunCaustics = clamp(pow(waterCaustics(progressW, WsunVec)+1,5) * 2.0, phase*0.8+0.2, 1.0);
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// make it such that the volume is brighter farther away from the camera.
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float bubbleOfClearness = max(pow(length(d*dVWorld)/16,5)*100.0,0.0) + 1;
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float bubbleOfClearness2 = max(pow(length(d*dVWorld)/24,5)*100.0,0.0) + 1;
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vec3 Directlight = (lightSource * sunCaustics * phase * (sunMul+0.5)) * sh * pow(abs(WsunVec.y),2) * bubbleOfClearness;
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vec3 Indirectlight = max(ambient * ambientMul, vec3(0.6,0.6,1.0) * exp(-waterCoefs) * bubbleOfClearness2) * ambfogfade ;
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vec3 light = (Directlight + Indirectlight) * 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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#endif
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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/* DRAWBUFFERS:73 */
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/* DRAWBUFFERS:0 */
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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vec4 trpData = texture2D(colortex7,texcoord);
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float noise_1 = blueNoise();
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float noise_2 = interleaved_gradientNoise();
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bool iswater = trpData.a > 0.99;
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float translucentAlpha = trpData.a;
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// vec4 speculartex = texture2D(colortex8,texcoord); // translucents
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// float sunlight = speculartex.b;
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if (isEyeInWater == 0){
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#ifdef OVERWORLD_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, lightCol.rgb/80.0, averageSkyCol/30.0);
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#endif
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#ifdef NETHER_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, noise_2);
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#endif
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#ifdef END_SHADER
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vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, noise_2);
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#endif
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||||
//3x3 bilateral upscale from half resolution
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float z = texture2D(depthtex0,texcoord).x;
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float z2 = texture2D(depthtex1,texcoord).x;
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float frDepth = ld(z2);
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// vec4 vl = texture2D(colortex0,texcoord * 0.5);
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////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
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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));
|
||||
gl_FragData[0] = clamp(VolumetricFog, 0.0, 65000.0);
|
||||
}
|
||||
|
||||
bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
|
||||
vec2 lightmap = dataUnpacked1.yz;
|
||||
if (isEyeInWater == 1){
|
||||
|
||||
////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
|
||||
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 data = texture2D(colortex11,texcoord).rgb;
|
||||
#ifdef OVERWORLD_SHADER
|
||||
|
||||
vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
|
||||
vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
|
||||
|
||||
|
||||
float estEyeDepth = 1.0-clamp(eyeBrightnessSmooth.y/240.0,0.,1.0);
|
||||
estEyeDepth = pow(estEyeDepth,3.0) * 32.0;
|
||||
|
||||
vec4 albedo = vec4(unpack0.ba,unpack1.rg);
|
||||
vec3 lightColVol = lightCol.rgb / 80.;
|
||||
|
||||
vec2 tangentNormals = unpack0.xy*2.0-1.0;
|
||||
vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
|
||||
vec3 ambientColVol = (averageSkyCol/30.0);
|
||||
|
||||
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);
|
||||
vec3 vl = vec3(0.0);
|
||||
waterVolumetrics(vl, vec3(0.0), viewPos, estEyeDepth, estEyeDepth, length(viewPos), noise_1, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(viewPos), normalize(sunVec* lightCol.a ) ));
|
||||
gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
|
||||
|
||||
#else
|
||||
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_notoverworld(gl_FragData[0].rgb, fragpos0, viewPos, 1 , 1, 1, blueNoise(), totEpsilon, scatterCoef, ambientColVol);
|
||||
#endif
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user